Holy shit. I only just learned of the Inset tool. Everything is wonderful.
[QUOTE=Kopimi;36586895][img]http://i.imgur.com/MdVrl.png[/img]
my first near-complete model woo[/QUOTE]
Oh dear Jesus why are all those polygons there? You didn't listen to TonyP, did you?
[QUOTE=Dr. Evilcop;36587419]Oh dear Jesus why are all those polygons there? You didn't listen to TonyP, did you?[/QUOTE]
handle is turbosmoothed (model is supposed to be high poly though its all for learning so i'm not particularly worried about how practical it is for use in a game), forgot to TS the trigger guard because i've not done control edges on it yet, an d the slide doesn't need any smoothing i don't think
[QUOTE=Kopimi;36587603]handle is turbosmoothed (model is supposed to be high poly though its all for learning so i'm not particularly worried about how practical it is for use in a game), forgot to TS the trigger guard because i've not done control edges on it yet, an d the slide doesn't need any smoothing i don't think[/QUOTE]
Yeah I don't really think any of that needed any subsurfing. Loop cut and adjust to add detail, you get much better results and a reasonable amount of polygons that way.
dang
isn't there some automated way of smoothing out selected faces? obviously i'm not in a position to say what the right way to do things is, but i can't imagine when everyone does their hi-polys they manually create every little increment in every curved surface?
screwing around in cinema4d
[img_thumb]http://filesmelt.com/dl/noise5.jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=cT2-4skjslM[/media]
[QUOTE=Kopimi;36587727]dang
isn't there some automated way of smoothing out selected faces? obviously i'm not in a position to say what the right way to do things is, but i can't imagine when everyone does their hi-polys they manually create every little increment in every curved surface?[/QUOTE]
add loops to control how smooth / sharp faces are?
[QUOTE=Dr. Evilcop;36583638]Idle Animootion
[img]https://dl.dropbox.com/u/22565769/Lina_Wings.gif[/img]
(Open in new tabs if it seems choppy - they're big images).
[img]https://dl.dropbox.com/u/22565769/Lina_Wings2.gif[/img][/QUOTE]
You need to clean the transition between the loops better, there seem to be a couple of frames where the wings jump between frames.
Also, I think the wings flap a little too quick as she's just standing still.. You could have it so that she just flaps one hard time to keep her suspended, and also is this just for the wings?
Animation testing based on a lightcycle rez-in tutorial, done in blender
[img]http://i.imgur.com/GGfWQ.gif[/img]
This is my first go at animating, though I've been tinkering with it for a few hours.
I've been doing it using booleans, which is why the wire phase has triangles going across the front face while it's rezzing in. Not sure what to do about that. I also applied a little glow using nodes.
[QUOTE=Kopimi;36587727]dang
isn't there some automated way of smoothing out selected faces? obviously i'm not in a position to say what the right way to do things is, but i can't imagine when everyone does their hi-polys they manually create every little increment in every curved surface?[/QUOTE]
We have a "smooth" option in Blender, I'm sure Max has something like it.
[editline]2nd July 2012[/editline]
[QUOTE=Domino;36588038]You need to clean the transition between the loops better, there seem to be a couple of frames where the wings jump between frames.
Also, I think the wings flap a little too quick as she's just standing still.. You could have it so that she just flaps one hard time to keep her suspended, and also is this just for the wings?[/QUOTE]
I don't see the jump, mind pointing it out? Also I don't think (as of yet) that I can change the animation based on if she's moving or floating still, so I'm compromising a bit. Otherwise I'll use that one for moving and make another slower one for idle. Yes it's just for the wings.
[QUOTE=Dr. Evilcop;36588188]I don't see the jump, mind pointing it out? Also I don't think (as of yet) that I can change the animation based on if she's moving or floating still, so I'm compromising a bit. Otherwise I'll use that one for moving and make another slower one for idle. Yes it's just for the wings.[/QUOTE]
Just as she moves the wings forward, I suppose that's where the loop starts, forward then goes back, then forward again.
There seem to be some jumpy overlapping occurring.
[QUOTE=Domino;36588297]Just as she moves the wings forward, I suppose that's where the loop starts, forward then goes back, then forward again.
There seem to be some jumpy overlapping occurring.[/QUOTE]
I'll be sure to adjust it.
Also,
[t]https://dl.dropbox.com/u/22565769/glove-gun_wip1.png[/t]
TF2 thingermabobber. Rigging in a bit.
[editline]QuinnStopBeingAnAsshole[/editline]
[t]https://dl.dropbox.com/u/22565769/glove-gun_wip2.png[/t]
Rigged to the Spy's hand, doing custom animations now.
slept for another 18 hours. goddamnit. anyways I got the game I was making in blender all set up but am having issues with collision detection.
A model with a purpose!
A lowpoly SR-71 Blackbird.
[T]http://dl.dropbox.com/u/18418859/Models/SR-71-01.png[/T]
[T]http://dl.dropbox.com/u/18418859/Models/SR-71-02.png[/T]
But, it's not one model. It's actually a collection of parts.
[T]http://dl.dropbox.com/u/18418859/Models/SR-71-03.png[/T]
I hope to get this into KSP some day soon.
[IMG]http://i.imgur.com/GSnNA.png[/IMG]
Turning into an animated intro 300 frames long
After my run this mroning I grabbed some pictures of this cool old trailer and made a quick 300 poly model of it for kicks
[IMG]http://i14.photobucket.com/albums/a345/ajackss/Group.jpg?t=1341232544[/IMG]
Nothing special but it gets the blood flowing in the morning.
I'm not convinced you aren't a robot or a wizard.
[QUOTE=Jocke;36589168][IMG]http://i.imgur.com/GSnNA.png[/IMG]
Turning into an animated intro 300 frames long[/QUOTE]
So awesome
[QUOTE=Ajacks;36589256]After my run this mroning I grabbed some pictures of this cool old trailer and made a quick 300 poly model of it for kicks
[IMG]http://i14.photobucket.com/albums/a345/ajackss/Group.jpg?t=1341232544[/IMG]
Nothing special but it gets the blood flowing in the morning.[/QUOTE]
Did you plug the diffuse into bump? It's kind of weird how the graffiti has dents in it. Otherwise it looks awesome
That seems easy to model, It's his textures that are what make it great.
[QUOTE=Andreewww;36594565]Did you plug the diffuse into bump? It's kind of weird how the graffiti has dents in it. Otherwise it looks awesome[/QUOTE]
Simply used Crazybump but was not feeling up to removing all the graffiti from the diffuse before I ran it through. Would have made it nicer looking but also would have taken longer.
About ready to Unwrap, bake and texture this purty little thing:
[IMG]https://dl.dropbox.com/u/26739117/3d/PP7/high2low.png[/IMG]
[IMG]https://dl.dropbox.com/u/26739117/3d/PP7/high2low2.png[/IMG]
[QUOTE=Ajacks;36594854]Simply used Crazybump but was not feeling up to removing all the graffiti from the diffuse before I ran it through. Would have made it nicer looking but also would have taken longer.[/QUOTE]
Simple tip, just take only the graffiti and colour it 127,127,255 and then add it to the regular normal map layer.
[t]http://dl.dropbox.com/u/18418859/Models/Wisforwhythegoddamnfuck.png[/t]
[del]Why
The cyan line is the marked seam. (I need more seams, I know, but this happens regardless, I was just fiddling around hoping to fix it.)[/del]
Fuck you doubles, always crampin my style.
[QUOTE=dookster;36594944]About ready to Unwrap, bake and texture this purty little thing:
[IMG]https://dl.dropbox.com/u/26739117/3d/PP7/high2low.png[/IMG]
[IMG]https://dl.dropbox.com/u/26739117/3d/PP7/high2low2.png[/IMG][/QUOTE]
Looks like some shading errors bottom left.
[editline]2nd July 2012[/editline]
Well, it [i]sorta[/i] works. But I learned it doesn't need to edit the C_ models, so that's all I wanted to know :v:
[t]https://dl.dropbox.com/u/22565769/2012-07-02_00001.jpg[/t]
This might sound dumb, but I'm just getting into modeling and thought I would come here to ask a question before I get too far into anything. What program is the best for creating a nice scene/animating, as well as making a good quality model? My guess was 3DSMax or Maya, but I currently have Blender installed since I've heard it's one of the easier ones and just wanted to get an opinion from people that have been doing it for some time.
[QUOTE=Dogchow33;36596393]This might sound dumb, but I'm just getting into modeling and thought I would come here to ask a question before I get too far into anything. What program is the best for creating a nice scene/animating, as well as making a good quality model? My guess was 3DSMax or Maya, but I currently have Blender installed since I've heard it's one of the easier ones and just wanted to get an opinion from people that have been doing it for some time.[/QUOTE]
If you can afford to get Maya or Max, then get those. If you ever get into it professionally chances are you won't be using Blender. But if you ever intend to sell your models (e.g. on TurboSquid, via TF2 or DOTA, etc), you can't use the student versions of Maya or Max lest you get sued. Blender is a great program and once you get the hang of it, your workflow will be lightning fast, and actually does have several features Max and Maya lack. However I hear the learning curve is steeper (mainly learning all the shortcuts).
But anyways, you're going to get a thousand different responses (you might as well be asking Windows vs Linux). Just try them out and see what you like.
it takes about a month to get all the important shortcuts down in blender. I personally recommend above all others. although why my memory is a bit fuzzy I am a fan of cinema 4D
[t]https://dl.dropbox.com/u/22565769/2012-07-02_00002.jpg[/t]
There we go! Gotta revise the textures and what not but that's okay.
[editline]2nd July 2012[/editline]
[QUOTE=nemmises5;36596915]it takes about a month to get all the important shortcuts down in blender. I personally recommend above all others. although why my memory is a bit fuzzy I am a fan of cinema 4D[/QUOTE]
It took me a day or two. Basically it's G to move (grab), R to rotate, S to scale. X Y Z for X or Y or Z axis. F to fill faces, etc.
It's really not that hard to remember, it's just getting used to them rather than clicking a UI button.
Well yeah getting the basic ones don't take long but remembering what Ctrl+Alt+Shift+C or Ctrl+Alt+Shift+S do is hard to remember even for me after about 6-7 years of playing around with Blender.
And there are more of these nice hand stretchers but those are probably the worst.
Oh yeah Ctrl+Alt+U is fun to do with one hand too. Luckily those shortcuts aren't used that often.
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