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    File: 1334268195.png-(164 KB, 501x282, splash1.png)
    164 KB Anonymous 04/12/12(Thu)18:03 No.274425  
    how many use blender here?
    >> Anonymous 04/12/12(Thu)18:04 No.274426
    >> Anonymous 04/12/12(Thu)18:11 No.274427
    >> Anonymous 04/12/12(Thu)18:17 No.274429
    can i see some the work you guys do on blender?
    >> Anonymous 04/12/12(Thu)18:25 No.274430
    nothing good im afraid
    >> Anonymous 04/12/12(Thu)18:29 No.274432
         File: 1334269780.png-(1.07 MB, 1920x1080, glass boat.png)
    1.07 MB
    i'm not that great either
    >> Anonymous 04/12/12(Thu)18:40 No.274434
         File: 1334270425.png-(1.1 MB, 1920x1080, troopy_amb.png)
    1.1 MB
    Another Blender user here
    >> Anonymous 04/12/12(Thu)18:58 No.274436
    3ds max master race here.
    >> Anonymous 04/12/12(Thu)19:13 No.274439
    Blender is great for a free piece of software. Anyone that disagrees is a massive faggot elitist
    >> Anonymous 04/12/12(Thu)19:14 No.274440
    hey i'm poor what can i say
    >> Anonymous 04/12/12(Thu)19:18 No.274441
    >Buying software
    What are you some kind of faggot?
    >> Anonymous 04/12/12(Thu)19:20 No.274443
         File: 1334272859.png-(193 KB, 1280x720, BishopsFolly.png)
    193 KB
    Another blenderfag sounding off. Render is old, haven't worked on it in a while.
    >> Anonymous 04/12/12(Thu)20:15 No.274452
    Wow this is awesome! I am starting out and not really getting anywhere major in a hurry, any tips?

    Is there a specific tutorial for a storm trooper helmet?
    >> Anonymous 04/12/12(Thu)20:23 No.274453 this guy is also a beginner but he teaches pretty well and if you want too get started on modelling right away his tuts are fairly easy too follow and he explains a lot of things
    >> Anonymous 04/12/12(Thu)20:26 No.274455
         File: 1334276804.gif-(1.44 MB, 480x320, velociraptor-turntables.gif)
    1.44 MB
    other than that YouTube and Google is your friend
    >> Anomynous 04/12/12(Thu)20:39 No.274460
         File: 1334277572.jpg-(19 KB, 666x799, Untitled.jpg)
    19 KB
    I'm not super excited to be using Blender (and it shows in my work), but the price is right, and I'm in a position where using pirated Autodesk products could get me into trouble.
    >> Anonymous 04/12/12(Thu)21:47 No.274473
         File: 1334281646.jpg-(32 KB, 600x800, cupcake sample.jpg)
    32 KB
    blender user here, pic related, made entirely in blender and rendered in blender internal
    >> Anonymous 04/12/12(Thu)21:52 No.274475
         File: 1334281974.jpg-(36 KB, 960x540, renderconvelite.jpg)
    36 KB
    I like programing more than modelling, but damn, I dont have anybody that can make them so I have to do all the models by myself for the game I'm making.

    Heres a pic of a render, its sucks though.

    Blender is cool though I take to much time to model something. must be my shitty skills.

    #model is sopossed to be really low poly and shitty texture size.

    BTW poorfag here.
    >> Anonymous 04/12/12(Thu)22:33 No.274481
    >My visage when Blenderfags are the only cunts making 3D here in /3/.

    saged, called the cops, revived goku
    >> Anonymous 04/13/12(Fri)01:42 No.274530
         File: 1334295757.jpg-(57 KB, 900x506, cliff_wip_4.jpg)
    57 KB
    There's also me.
    I never finished this shit because Cycles can't render clouds yet it seems.
    >> Anonymous 04/13/12(Fri)01:53 No.274531
    Care to explain how you make this kind of style?
    >> Anonymous 04/13/12(Fri)01:54 No.274532
    gee a programmer who makes his own art, what a surprise. i always go to amateur game dev vidya threads and try to work on 3d games.. and always i get shit.
    >> Anonymous 04/13/12(Fri)06:44 No.274560

    Did you even use smooth shading for that?
    >> Anonymous 04/13/12(Fri)06:45 No.274561

    Render the clouds in another layer with blender render.
    >> Anonymous 04/13/12(Fri)08:43 No.274572
         File: 1334321003.jpg-(162 KB, 1550x1008, HeadShot.jpg)
    162 KB
    loving Blender
    >> Anonymous 04/13/12(Fri)09:12 No.274578
    Started using blender a few weeks ago, originaly used max. I like it alot. Though no Ngons sometimes pisses me off, And the bevel is a shitty modifier.
    >> Anonymous 04/13/12(Fri)10:57 No.274593

    ngons will be in the next version.
    >> Anonymous 04/13/12(Fri)11:23 No.274596
    Bevel used to be so much better in 2.4x, it did what it was supposed to, I guess you could just extract that tool and force it into 2.6x
    >> Anonymous 04/13/12(Fri)11:28 No.274597
    >implying anyone on 3 has ever even seen a git
    >> Anonymous 04/13/12(Fri)13:14 No.274611
    really? thats really awesome. I really like blender for most other things, the game engine is a nice thing, the cycles renderer is extremely awesome, and auto rendering is a great feature.
    I remember finding while googlin about bevel on blender something about what you said, maybe it was an addon. Ill check it out.
    >> Anonymous 04/13/12(Fri)13:20 No.274613
    If youre using 2.62 & are still using the modifier to bevel you deserve a slap.
    >> Anonymous 04/13/12(Fri)13:26 No.274614

    So what do you use?
    >> Anonymous 04/13/12(Fri)13:32 No.274615
    >> Anonymous 04/13/12(Fri)15:52 No.274651
    It's just lowpoly rendered with cycles and a few post production effects.

    I started to do that but it turned out to bee too much trouble.
    >> Anonymous 04/13/12(Fri)16:11 No.274658
    The two best sources for learning Blender:
    ...specifically for complete beginners

    Also, if you want to understand how something specific works (hit of miss):

    And to stay decently up to date on developments:
    >> Anonymous 04/13/12(Fri)16:31 No.274666

    Blendernerd and some other site I can't remember are also great.
    >> Anonymous 04/13/12(Fri)16:55 No.274679
    How long have you been modelling?
    >> Anonymous 04/14/12(Sat)00:43 No.274791
    3 years or so. But I barely do any 3D most of the time, so if you ask the actual time spent modeling it's probably more similar to 6 months.
    >> Anonymous 04/14/12(Sat)03:29 No.274813
    I'm actually a coder and not a modeler. I just hang out here because I'm a little jealous.

    Not to be technical, but Blender uses an SVN repository.
    >> Anonymous 04/14/12(Sat)03:42 No.274814
    That is incredible. I can not wait to see what you achieve in the future.
    >> Anonymous 04/14/12(Sat)04:37 No.274817
    I remember when you started this peace, it was from a 2d image right? You had some questions about how to aproach it. It came out great ma.
    >> Anonymous 04/14/12(Sat)08:08 No.274831
    Hello /3/ this is my first ever post in /3/
    Just started learning blender. I get the feeling i'm not going to be any good for a while though, but just dropping in to say hi. hi
    >> Anonymous 04/14/12(Sat)08:34 No.274835

    when your teaching yourself. you always should go with simple shit like glases, mugs, pots and so on. later go to more complicated like weapons, car and end with heavy shit like huge carriers and spaceship with naked people.
    >> Anonymous 04/14/12(Sat)08:40 No.274837
    The integration of "BMesh" will allow n-gons and some new modeling tools for Blender 2.63 which should be released soon (in April).

    If you want to try it you can get clean builds from here:

    The most noticeable tools are the new knife tool (K), inset (Ctrl+F) and bridge (Ctrl+E).

    But you also have dissolve (X), vertex slide (Shift+V), vertex connect (J) and a very broken bevel tool (Ctrl+F). There is however work being done on a new bevel addon which looks very promising so far.

    >I guess you could just extract that tool and force it into 2.6x
    What? No.
    >> Anonymous 04/14/12(Sat)09:47 No.274848
    The Knife tool has been in blender for months, it's nothing new
    >> Anonymous 04/14/12(Sat)11:51 No.274865
    I'm well aware that <= 2.62 has a knife tool but it sucks in comparison to the one in BMesh.
    >> Anonymous 04/14/12(Sat)16:17 No.274932
    >Aquire Radeon 5670
    >Have a Athlon64 2400k
    Sculpt "limit" is roughly 20 million polygons before the performance is too lackluster to be usable in scrulptmode. FUCK YEAH!
    >> Anonymous 04/14/12(Sat)16:30 No.274937
         File: 1334435458.jpg-(92 KB, 785x846, Blender_sculpt_settings.jpg)
    92 KB
    A protip btw. Multitexture and Singletexture are software algorythms, so their are not good for sculpting. You also need to have VBOs enabled, otherwise there is a hefty performance decrease.
    Also: On some Nvidia cards, using double sided drawing will eat the performance, its under the Objects "Object Data" tab, the triangle icon, uncheck "Double Sided".
    >> Anonymous 04/14/12(Sat)18:02 No.274960
         File: 1334440971.png-(253 KB, 540x337, render3-540x337.png)
    253 KB
    andrew prices tuts are pretty cool
    >> Anonymous 04/14/12(Sat)19:21 No.274975
    Multi-texture and single texture are certainly not "software algorithms." GLSL can be a lot slower than those.
    >> Anonymous 04/14/12(Sat)19:49 No.274982
    "Can be" is not the case when it comes to sculpting.

    And you know "software != slow", Opera has a example on this, their software renderer is still faster than their GPU renderer except on raw performance benching.
    >> Anonymous 04/14/12(Sat)20:11 No.274984
    But it all goes through OpenGL and all of those paths should be hardware accelerated for a decade.

    I do not know what your experience is, but GLSL is usually slower than the other methods, especially in sculpting. That is one reason why I proposed rewriting the viewport rendering code this summer.
    >> Anonymous 04/14/12(Sat)20:19 No.274986
    I guess some of the stuff "sunk in" while I wasn't modeling in some way.
    I'm working on making a 3D game now actually with a fellow artbro, since actually my career is Comp Engineering.
    >> Anonymous 04/14/12(Sat)20:21 No.274989
    >how many use blender here?

    >I'll never use blender till I can rig a skirt properly
    >> Anonymous 04/15/12(Sun)14:23 No.275113
         File: 1334514208.png-(1.43 MB, 1920x1080, bricks0001.png)
    1.43 MB
    Imported from Ldraw.
    >> Anonymous 04/15/12(Sun)16:43 No.275158
    can you use direct x with blender instead of open gl?
    >> Anonymous 04/15/12(Sun)18:15 No.275174
         File: 1334528104.png-(1.34 MB, 1920x1080, bricks0001.png)
    1.34 MB
    My first ever render with YafaRay.
    >> Anonymous 04/15/12(Sun)18:56 No.275188
    Use smooth shading on the cylindrical pieces
    >> Anonymous 04/15/12(Sun)19:03 No.275189
    >> Anonymous 04/15/12(Sun)19:05 No.275190
    The geometry of an Ldraw export is terrible, I am afraid that checking smooth just doesn't have any effect on the geometry.
    >> Anonymous 04/17/12(Tue)20:30 No.275819
         File: 1334709011.jpg-(87 KB, 1202x683, Capture.jpg)
    87 KB
    >> Anonymous 04/17/12(Tue)20:42 No.275820
    That's actually a pretty cool composition, you should add onto it.
    >> Anonymous 04/17/12(Tue)20:44 No.275821

    How did you set the triad rule or whatever its name is?
    >> Anonymous 04/17/12(Tue)20:52 No.275823
         File: 1334710328.jpg-(43 KB, 302x692, Capture.jpg)
    43 KB
    Wow, really? Thanks!

    When you select the camera and go into its options in the side menus (along with the are you can set focal length and aperture bits), there is a menu dedicated to camera overlays.
    >> Anonymous 04/17/12(Tue)20:54 No.275824
    I am having a problem with it, though. Renders are coming out far darker than the render preview mode suggests. What is up with that?
    >> Anonymous 04/17/12(Tue)23:08 No.275839
         File: 1334718480.gif-(13 KB, 248x203, ak3.gif)
    13 KB
    >> Anonymous 04/17/12(Tue)23:14 No.275841

    On they released the tile compositor branch for windows 32 and 64 bit. It's glitchy as fuck but its nice to see the openCL compositor being ported over to the windows architechture probably. Ya'll should check it out
    >> Anonymous 04/17/12(Tue)23:16 No.275842

    just uploaded
    >> Anonymous 04/19/12(Thu)19:31 No.276196
         File: 1334878280.jpg-(166 KB, 1763x851, Capture.jpg)
    166 KB
    So, how do I know when the LuxRender is finished? I want to get back to working on some vases, a fireplace, and maybe a small rug later, but this noise amount is crazy.
    >> Anonymous 04/20/12(Fri)09:37 No.276355
    You use unbiased rendering? It's ready when you think it's ready (when there is little noise left).
    >> Anonymous 04/20/12(Fri)10:59 No.276375
    this thread explains why the vast majority of /3/ is talentless
    >> Anonymous 04/20/12(Fri)11:19 No.276378
    can luxrender do blender particle hair and SSS?
    >> Anonymous 04/20/12(Fri)17:00 No.276484
    Yeah, I read the FAQs right after posting in this thread.


    I'm not sure, but I think it can do hair right now.
    >> Anonymous 04/20/12(Fri)17:44 No.276490
         File: 1334958266.png-(702 KB, 1280x720, Art4.png)
    702 KB
    >realtime screensot
    >> Anonymous 04/21/12(Sat)20:55 No.276969
         File: 1335056110.jpg-(984 KB, 1920x1080, runit50001.jpg)
    984 KB
    Workin' on it.
    >> Anonymous 04/21/12(Sat)21:15 No.276974
         File: 1335057351.png-(1.35 MB, 1920x1080, 0104.png)
    1.35 MB
    Trying to write an article for Blender Art Magazine about compositing without going through a whole lot of the complicated stuff that scares newbs away from nodes.
    >> Anonymous 04/21/12(Sat)21:32 No.276979
    Is there any reason to pay for 3ds max when you can use blender?
    >> Anonymous 04/22/12(Sun)00:13 No.277018
         File: 1335068025.png-(1014 KB, 1920x1080, handrender.png)
    1014 KB
    Blender user right here
    >> Anonymous 04/22/12(Sun)00:58 No.277025
    Mind showing off your wires?
    >> Anonymous 04/22/12(Sun)01:15 No.277026

    Your original image and composition was cool, but you are going in the wrong direction imo. The desaturated look and subtle lighting would have looked nice as a dirty, old, used up apartment. Now it looks completely like every other arch viz render: Perfectly clean, bland, and boring.

    I could even imaging throwing in some color into the original desaturated image for contrast. Like, the manufactured objects growing old covered in dirt and dust, desaturated; while plants have started creeping in from the direction of the light adding vibrance to the otherwise dull and broken scene.

    Take it how you will, I just think going in the stereotypical "Perfect Arch Viz Render" direction won't make your scene stand out.
    >> Anonymous 04/22/12(Sun)02:09 No.277031
    are you doing that one cg cookie tutorial
    >> Anonymous 04/22/12(Sun)02:43 No.277034
    Honestly it's just better, has better support and more standardized practices in it. You'll find hundreds of books and classes for a program like that, not so much for Blender (and with Blender's recent stupid overhaual, anything written before 2.5 isn't valid anymore).
    >> Anonymous 04/22/12(Sun)04:28 No.277040
    >> Anonymous 04/22/12(Sun)12:01 No.277092
    I pulled out how to make a chair from that, but everything else is just kinda "whatever works."
    >> Anonymous 04/22/12(Sun)14:01 No.277116
    >will not touch blender till I know how to rig a skirt on that shit.
    >> Anonymous 04/22/12(Sun)14:13 No.277119
         File: 1335118389.jpg-(173 KB, 1190x698, Zodiac-living-room-with-modern(...).jpg)
    173 KB
    Thanks for your advice, I'll definitely toy with it more now. I just don't want to end up looking like pic related.

    Stop trying to force your shitty meme.
    >> Anonymous 04/22/12(Sun)14:19 No.277122

    why dont you figure that out?
    >> Anonymous 04/22/12(Sun)14:21 No.277123
         File: 1335118865.png-(128 KB, 960x540, eventgurufrog2.png)
    128 KB
    I really like Blender because the interface doesn't require multiple monitors unlike some professional programs. It also demands very little CPU power unless you want good renders. Nice for precise vertex construction.

    The cons:
    1. The new layout has been difficult to decipher
    2. Some features have to be re-activated in the User Preferences panel
    3. Floor constraint still doesn't work
    4. No muscles or jigglebones
    5. All ambient lighting options just make everything look grainy
    >> Anonymous 04/23/12(Mon)03:04 No.277278
    whenever I feel like my 3d is shit
    i come to /3/
    and i start feeling great again

    Some of you stink :D
    >> Anonymous 04/23/12(Mon)04:48 No.277288
    >> Anonymous 04/23/12(Mon)05:29 No.277291
         File: 1335173362.png-(710 KB, 1920x1080, Lukes_lightsaber0002.png)
    710 KB
    I had time to kill before class the other day.
    >> Anonymous 04/23/12(Mon)05:38 No.277293
         File: 1335173880.png-(810 KB, 1280x720, delzouns hammer0003.png)
    810 KB
    And this other time I just got finished playing Dwarf Fortress(much "fun" was had) I wanted to make a Warhammer apable of pounding Goblins into dust REALLY BAD.
    >> Anonymous 04/23/12(Mon)07:51 No.277310
    Fix the handle.
    Handles don't work that way.
    >> Anonymous 04/23/12(Mon)08:42 No.277313
    Hey, what the fuck, man? Ever hear of constructive criticism?
    >> Anonymous 04/23/12(Mon)10:40 No.277324
         File: 1335192027.png-(2.2 MB, 1920x1080, Einfahrt_0080.png)
    2.2 MB

    get your lazy ass up and remodell those bricks. Direct import from LDraw looks like shit.

    Here's an example for remodelled Lego-bricks
    >> Anonymous 04/23/12(Mon)12:08 No.277338

    How did you create all those tricky shapes?
    >> Anonymous 04/23/12(Mon)12:31 No.277339
    he probably sculpted a lot of the little details
    >> Anonymous 04/23/12(Mon)12:37 No.277341
    I can't see anything that would require sculpting
    >> Anonymous 04/23/12(Mon)17:57 No.277398
    Oh hey, commercial guy! What was your process for modelling bricks?
    >> Anonymous 04/23/12(Mon)18:14 No.277402
    I think I saw this guy in the WIP thread, or someone similar.
    He modeled every brick and followed the actual construction manual.
    Dude put the effort in
    >> Anonymous 04/23/12(Mon)18:17 No.277403
         File: 1335219468.jpg-(47 KB, 380x504, Lego-dimensions_patent.jpg)
    47 KB
    Yeah, watching the ships go up was really neat. The entire stud/coupling setup of the bricks though seems incredibly difficult.
    >> Anonymous 04/23/12(Mon)22:21 No.277445
         File: 1335234096.png-(394 KB, 1920x1080, Wireframe_board.png)
    394 KB

    Yes every fucking brick. The big ship had 1664, the little about 950 and the isle about 350.

    Well first I made a brick with hard edges and then I selected the visible edges and beveled them with just one division.

    The material was shader based and had a HDRI in enviroment channel.

    For most of the bricks I was able to use the LeoCAD exports to look up for the length and so on, but some pieces weren't in their database so I had to meassure them by hand ( I bought the real thing).
    e.g. the front of the ship or the mast.

    If you have any questions you can write on my blog if you want, it's all german but you can write questions in english, no prob

    I use C4D, but I think you know how to get that stuff started in blender.
    >> Anonymous 04/24/12(Tue)00:58 No.277472
    guys, i just started 3D again after a few years, and I wanted to do a certain thing that I forgot the name of.
    I think it was called normal mapping? Where you have a low poly model, and you bake a higher poly/higher detailed one onto it.

    Is this what it's called? and it this possible with blender?
    >> Anonymous 04/24/12(Tue)01:02 No.277474
    Wow, that is a very high attention to detail you put into this. Are the bricks correct on their undersides with their couplings?

    Also, general question to Blender users in the crowd, how do I bevel and chamfer in Blender?
    >> Anonymous 04/24/12(Tue)01:04 No.277477
         File: 1335243840.png-(94 KB, 693x550, comichandwire.png)
    94 KB

    no problem here you have
    >> Anonymous 04/24/12(Tue)01:05 No.277478
    Wow, looks great! Thanks, I was just curious about the areas between the fingers and wanted to see you how went about it.
    >> Anonymous 04/24/12(Tue)01:50 No.277487
    can you post your blend file for me?
    >> Anonymous 04/24/12(Tue)04:46 No.277517
         File: 1335257192.png-(784 KB, 2880x1620, wire bottom.png)
    784 KB

    thank you

    I accidently bottom side.This bad?

    I guess that was 90% unnecessary cause there were just a few bottom sides of the bricks to see but I wanted to do it complete. (autism.jpg)
    >> Anonymous 04/24/12(Tue)04:48 No.277519
         File: 1335257281.png-(650 KB, 2880x1620, wire top.png)
    650 KB
    here's another of the top
    >> Anonymous 04/24/12(Tue)06:45 No.277537
    >appreciating praise from someone who doesnt know how to bevel or chamfer

    >> Anonymous 04/24/12(Tue)10:38 No.277565
    Wow, just what I expected, really high attention to detail there. Are the couplings just cylinders joined to the brick walls,?
    >> Anonymous 04/24/12(Tue)10:58 No.277575
         File: 1335279536.png-(76 KB, 693x552, comichandbasicshape.png)
    76 KB

    here you have the basic shape after that i just add a subsurf modifier

    i hope you can clear your doubts
    >> Anonymous 04/24/12(Tue)11:16 No.277581
    I never doubted you, I just like seeing how people solve problems.
    >> Anonymous 04/24/12(Tue)11:36 No.277586

    I thought you wanted to model a similar hand and you were experiencing some problems
    >> Anonymous 04/24/12(Tue)18:15 No.277700
    yes, but I merged them into one polygon object and deleted the unseen polys.
    >> Anonymous 04/24/12(Tue)18:25 No.277702
    Wow, about how long did it take you to model a standard brick?
    >> Anonymous 04/25/12(Wed)06:53 No.277836
    1,5 Minutes
    >> Anonymous 04/25/12(Wed)08:44 No.277855
    Oh, that isn't bad until you think about the scale of what you were doing. I'll definitely give a few bricks a shot to practicing beveling now.
    >> Anonymous 04/25/12(Wed)18:17 No.277955
         File: 1335392225.jpg-(916 KB, 1920x1080, bam50029.jpg)
    916 KB
    Well, I quit this render. Just going to start something new and move on from there.
    >> Anonymous 04/25/12(Wed)22:02 No.277984
         File: 1335405722.jpg-(21 KB, 400x387, lollipop.jpg)
    21 KB
    >> Anonymous 04/25/12(Wed)22:05 No.277986
    /3/ is not /b/
    >> Anonymous 04/26/12(Thu)20:02 No.278228
    Everyday I discover something new in 3d then i waste a day trying to do it in blender only to discover it cant really do it.
    I waste hours because people cant explain things simply, hours waiting for people to get back to me cos theres no documentation & what theyve written doesnt quite work.
    Using blender is much like dragging my face across a cheese grater. god i wish id have picked some other program to get comfortable with. my life is hell, i hate you blender i really do.
    >> Anonymous 04/26/12(Thu)20:05 No.278230
         File: 1335485153.png-(84 KB, 863x792, 020.png)
    84 KB
    >bawwwwww open source it doesnt have a feature and im too stupid to spend a week learning C bawwwwww
    >> Anonymous 04/26/12(Thu)20:08 No.278231
    oh shut up.
    >> Anonymous 04/26/12(Thu)20:12 No.278232
    lol what CAN u program in? Python at least? I mean, even a child can code py...
    >> Anonymous 04/26/12(Thu)20:24 No.278233
    I have for some reason been here from the beginning, you post the same shit over and over and over but ive never seen you post anything half intelligent. You just get quite tiring.
    >> Anonymous 04/26/12(Thu)20:25 No.278234
    stfu newfag
    >> Anonymous 04/26/12(Thu)20:27 No.278235
    If all you are is a tape recorder whats the point of your existence?
    >> Anonymous 04/26/12(Thu)20:29 No.278236
    >If all you are is a tape recorder whats the point of your existence?
    >> Anonymous 04/26/12(Thu)20:55 No.278238
    >> Anonymous 04/26/12(Thu)20:58 No.278239
    >> Anonymous 04/27/12(Fri)20:34 No.278368
         File: 1335573285.png-(1.19 MB, 1920x1080, glasses0001.png)
    1.19 MB
    I made a pair of glasses last night.
    >> Anonymous 04/28/12(Sat)00:36 No.278404
         File: 1335587780.jpg-(132 KB, 1504x1000, 1327184784342.jpg)
    132 KB
    I'm a software student looking for a 3D artist to make a rubik's cube for my senior project. I'm thinking about making a rubik's cube solver and game, but if anyone can come up with a cool idea for my senior project that incorporates 3D i can still change it. I plan on using the Unreal Engine and the UDK (Unreal Development Kit) in my project. If anyone wants to help with graphics it would be greatly appreciated, and will most certainly be credited as such.

    I can learn scripting for the actual movement of the cube, but I am pretty bad at Blender haha.
    >> Anonymous 04/28/12(Sat)13:44 No.278478
         File: 1335635069.png-(1.34 MB, 1920x1080, glasseslux.Scene.00001.png)
    1.34 MB
    Now with LuxRender.
    >> Anonymous 04/30/12(Mon)03:10 No.278726
         File: 1335769828.jpg-(699 KB, 1000x563, sayur5smallnewtexture2.jpg)
    699 KB
    using blendar
    >> Anonymous 04/30/12(Mon)04:25 No.278738
    suuuuper stretched textures everywhere.
    Lrn2 UV unwrap gooder
    >> Anonymous 04/30/12(Mon)07:59 No.278755
    I totally failed at that once. Could not figure out how to set up the constraints for interaction. Glad to be of no use again!
    you could always build a physical replica of the mechanics of the actual construction of a Rubik's cube, but that will only cause the physics engine to send the pieces flying off into infinity.

    Seriously, though, I suck.
    >> Anonymous 04/30/12(Mon)08:13 No.278756
    why in yahweh's name would you use udk for something like that?
    >> Anonymous 04/30/12(Mon)08:46 No.278759
    I use it. Absolute beginner. Try to get deeper into it.

    At least for the 2.6 series, it is not as difficult to learn as in previous versions. The interface seems to be intuitive, and there are a lot of good tutorials (text + video) for 2.5/2.6.
    >> Anonymous 04/30/12(Mon)14:00 No.278787
    There are also some good tutorials at

    Especially some really good beginner tutorials.
    >> Anonymous 05/02/12(Wed)18:44 No.279177
         File: 1335998686.jpg-(171 KB, 450x448, 325523523523.jpg)
    171 KB
    is there some kind of feature in blender, or really in any kind of 3d software, which is capable of generating flat models through images like this? as in, it uses the boundaries between white and black(or some other mechanism) to automatically define vertex locations and create a model?

    it seems to me like something that would exist but i've never heard of it... i know it's possible to create models using fonts but i don't know if that's the same mechanism.

    any help is appreciated.
    >> Anonymous 05/02/12(Wed)19:36 No.279182
    import image to photoshop or similar, make selection, convert selection to paths, export ai paths to blender.
    >> Anonymous 05/02/12(Wed)19:42 No.279183
    alright, thanks. i'm not really sure whether my ancient version of photoshop has that function but i'll research it.
    >> Anonymous 05/02/12(Wed)20:11 No.279187
    if not, come back and maybe someone can do it for you.

    maybe that free vector program inkscape can do it
    >> Anonymous 05/02/12(Wed)20:17 No.279188

    i tried doing that with inkscape but when i try too convert the model into a mesh it turns out weird how do it convert it properly? it keeps turning into lines
    >> Anonymous 05/02/12(Wed)20:42 No.279190
    heh, yeah, i looked it up and then when i went to try it, it seems like blender 2.6 is lacking a "paths" option in the import menu, which is where most resources i found told you to go to find it.

    there was an svg import option though, and so i went to try it with inkscape and it worked(well, with a simpler image, but i just wanted to confirm the process worked). thanks, this should prove a really useful tool for making abstract objects.
    >> Anonymous 05/02/12(Wed)20:43 No.279191
    are you doing everything according to this tutorial?

    it sounds like you may not be doing the alt+c step in blender.
    >> Anonymous 05/03/12(Thu)11:27 No.279268
    well atleast you got there. cntrl N to recalculate normals is a must.
    there are a few things u can do to improve the topo. like beuty fill, triangles to quads, poly reduction, and maybe that new remesh modifier which ive yet to try.
    >> Anonymous 05/03/12(Thu)12:04 No.279274
         File: 1336061044.jpg-(65 KB, 743x549, edges.jpg)
    65 KB
    I'm trying to create a model with edges. By edges, I mean black lines outlining a model, where(in simple and probably inaccurate terms) the black lines are produced one face on a mesh "falls behind" another. See pic.

    Even slight roughness in topography can really stand out with edges but be almost invisible without them, so it's important to me that I can see them while modelling.

    Basically what I want is:
    1. Models to be displayed with edges(black lines that come out when faces near perpendicularity with the camera)
    2. When a face intrudes into another face, that face is displayed in black. I.e., if a face that's "behind" pokes through a face "in front" it's displayed in black.

    Is this possible? Sorry for the noob question. I did search for it and found it on the Blender wiki, but it sounds like it's only possible in render mode.
    >> Anonymous 05/03/12(Thu)12:32 No.279278
         File: 1336062778.jpg-(77 KB, 285x359, 1332397197344.jpg)
    77 KB
    Not possible bro
    >> Anonymous 05/03/12(Thu)18:02 No.279350
    Yeah, it's super easy, you duplicate the mesh, fatten it (alt-s, basically shifting vertices along normals), flip its normals and assign a black material to it.

    One important thing is you won't see the effect inside Blender with solid shading viewport because that one always hows everything as two-sided, you need to set it to textured mode (or make a render).
    >> Anonymous 05/03/12(Thu)21:04 No.279391
         File: 1336093474.jpg-(120 KB, 1011x896, fdg.jpg)
    120 KB

    you are in the position to learn human anatomy and modeling techniques
    >> Anonymous 05/04/12(Fri)06:28 No.279445
    does anyone have tips for modelling skin bulging out of clothes(as in tight clothes)? i can more or less guess how to do flat shapes like stockings(cylinder), but something like breasts(sphere) or partial curves seems like it would be more difficult.

    i tried searching in other places but all i could find was how to use constraints to simulate the bulging of skin when joints move. any advice/tip is appreciated.
    >> Anonymous 05/04/12(Fri)11:24 No.279480
    modofag here
    >> Anonymous 05/05/12(Sat)02:31 No.279652
         File: 1336199501.jpg-(43 KB, 344x517, 1307895303974.jpg)
    43 KB
    Any good tutorials for UV unwrapping curved objects to achieve a straight clean UV map or will I have to pay for an overpriced product?
    >> Anonymous 05/05/12(Sat)04:41 No.279661
    >take my hand
    >pay to take my hand
    Yeah, there's probably no other way.
    >> Anonymous 05/05/12(Sat)05:30 No.279667
    I'm reading the manual right now. :) I'm a dick who can't even manage the interface of Blender without destroying it all.
    >> Anonymous 05/05/12(Sat)07:45 No.279675
         File: 1336218324.png-(2.16 MB, 1920x1080, Zergling_dof_render_scaled.png)
    2.16 MB
    tried it first 8 months ago and nearly vomited because I couldn't handle the interface, coming from Hammer.

    Started again last week doing a project with a mate, no modelling yet but i'm learning the materials/rendering basics.

    glad that there are tons of tutorials available.
    >> Anonymous 05/05/12(Sat)10:38 No.279715
         File: 1336228739.jpg-(2 KB, 72x100, tee-pipe-tee.jpg)
    2 KB
    speaking of blender can somebody help me how to unwrap this kind of shape?
    >> Anonymous 05/05/12(Sat)10:40 No.279717
         File: 1336228822.jpg-(3 KB, 100x70, sell-pipe-tee.jpg)
    3 KB
    another one this is really a bothersome shape I have tried smart project or sphere projection but the cut and seams are very obvious any suggestion how to put seams and unwrap this kind of shapes?
    >> Anonymous 05/05/12(Sat)10:53 No.279719

    give bigger pictures or fuck you
    >> Anonymous 05/05/12(Sat)11:13 No.279722
    you really need a bigger picture?

    no matter how you do it youre going to get a seam, just put a seam around where they join, then one the length of each cyliner then unwrap them both flat.

    then clone the seam out
    >> Anonymous 05/05/12(Sat)11:24 No.279723

    if he wants to have seams drawed on the picture that troll cocksucker should give bigger pictures.
    >> Anonymous 05/05/12(Sat)11:48 No.279726
         File: 1336232922.jpg-(22 KB, 650x509, A_unwrap.jpg)
    22 KB
    Why is it so hard to think? You can also do it in 2 pieces, which means you get 2 nice cylunder unwraps
    >> Anonymous 05/05/12(Sat)12:09 No.279729
         File: 1336234190.png-(6 KB, 372x338, F2.png)
    6 KB
    op here
    sorry this is all I could find on the google web
    Is there a better way to cut or hide those seems? its definitely gonna be obvious once I put the texture on and much more on a 3 joint pipe.
    >> Anonymous 05/05/12(Sat)12:11 No.279730
    some issues I may think possible is stretching which would definitely give uneven uv maps texture and obvious seams and cuts.
    >> Anonymous 05/05/12(Sat)15:18 No.279786
         File: 1336245495.jpg-(392 KB, 1244x1153, uv.jpg)
    392 KB
    how to hide seams...well just don't paint any seams into your texture, ???

    also, unwrapping this shit is easier than shit, using no mapping at all you get nearly perfect UVs automatically...
    >> Anonymous 05/05/12(Sat)15:29 No.279789
    >>274425 You are going to have to cut into 2 pieces unless you want a really warped texture. I would use cylindrical mapping on the long part, than on the short part.

    and you will get seams (unless you use a projected texture, not uvs). They are a harsh reality of life. If you want to get rid of them, blender has a project painting tool. Use photoshop or gimp + project painting+ clone tool = what seam?
    >> Anonymous 05/05/12(Sat)15:31 No.279790
         File: 1336246300.jpg-(72 KB, 210x230, 1331067984571.jpg)
    72 KB
    >how to hide seams...well just don't paint any seams into your texture, ???

    >also, unwrapping this shit is easier than shit, using no mapping at all you get nearly perfect UVs automatically...

    >well just don't paint any seams into your texture, ???
    >using no mapping at all you get nearly perfect UVs automatically...
    >> Anonymous 05/05/12(Sat)15:36 No.279793
         File: 1336246574.jpg-(45 KB, 450x300, 1330628625777.jpg)
    45 KB
    >> Anonymous 05/05/12(Sat)15:37 No.279794
    I don't know what you are trying to tell me...

    what I'm saying is: seams aren't apparent unless you're being stupid while you paint the texture

    build a simple control cage with face mapping, subdivide, instant neat, smooth uvs
    >> Anonymous 05/05/12(Sat)15:41 No.279796
    what the fuck are your reaction faces supposed to tell me
    >> Anonymous 05/05/12(Sat)15:47 No.279798
    LOL! op here
    blender has really improved this past years damn, yeah im new to uv mapping was it possible not to put seam at all?
    >> Anonymous 05/05/12(Sat)15:58 No.279804
         File: 1336247916.jpg-(6 KB, 126x95, 1329113029897.jpg)
    6 KB
    >what I'm saying is: seams aren't apparent unless you're being stupid while you paint the texture
    Seams aren't apparent... unless you make them so?
    >build a simple control cage with face mapping, subdivide, instant neat, smooth uvs
    the fuck is a control cage with face mapping, how does subdividing create good uv's

    what the fuck are you talking about

    also fuck blender
    >> Anonymous 05/05/12(Sat)16:06 No.279808
         File: 1336248418.jpg-(441 KB, 2096x1070, uv.jpg)
    441 KB
    control cage, base mesh, whatever, the thing you have before you subdivide

    face mapping, like, each face gets a planar map applied, sort of.

    when subdividing, the new vertices that are created should automatically get interpolated UVs

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