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Topic : "The 3d thread" |
whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed Nov 21, 2012 12:37 pm |
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Samhell, thanks.
ZM, thank you. Appreciate the tip, couldn't get a decent result with the displacement map though. I might build a new wall with more detailed blocks. It's a long time project. Still got some more things to add. What are you working on currently?
Started to work on the cat for the barrel piece. The hair particles started to act up though so have to make some changes and then save the.obj file in the internal blender.... Might be a Blender setting not updated yet I assume.....
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Wed Nov 21, 2012 2:00 pm |
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Hmm maybe the cat is a bit big...
Testing the composition....
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Thu Nov 22, 2012 1:29 pm |
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whom wrote: |
Samhell, thanks.
ZM, thank you. Appreciate the tip, couldn't get a decent result with the displacement map though. I might build a new wall with more detailed blocks. It's a long time project. Still got some more things to add. What are you working on currently?
Started to work on the cat for the barrel piece. The hair particles started to act up though so have to make some changes and then save the.obj file in the internal blender.... Might be a Blender setting not updated yet I assume.....
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Is this the 3D render ? The fur (or messed up hair particle whatever) looks so cool ! I though it was a 2D sketch !
I'm working on some little random game during my personnal time (I make a looot of 3D at work, and I don't feel like doing more at home (for now )) _________________ http://astroukoff.blogspot.fr/ |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Fri Nov 23, 2012 12:43 pm |
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ZM, yep 3d render. Thank you.
This will be my last post in here guys, this time I will not come back to this forum. I feel the forum is going in a direction I can't follow. I have tried to boost up the spirit with continuous posting in here. A place is only as important as the members of it make it, and if we can't make it I can't continue.
Its' been nice to know you all, I've been many years around this place and even as Matthew back in the days.
I will be active over at cgsociety as "whom" so do not hesitate to contact me overthere.
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Tzan member
Member # Joined: 18 Apr 2003 Posts: 755 Location: Boston MA
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Posted: Sun Nov 25, 2012 9:33 am |
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Good Luck! |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Dec 14, 2012 2:07 pm |
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whom wrote: |
This will be my last post in here guys, this time I will not come back to this forum. I feel the forum is going in a direction I can't follow. I have tried to boost up the spirit with continuous posting in here. A place is only as important as the members of it make it, and if we can't make it I can't continue.
Its' been nice to know you all, I've been many years around this place and even as Matthew back in the days.
I will be active over at cgsociety as "whom" so do not hesitate to contact me overthere.  |
I go away for a bit and he buggers off... *shakes fist*
Ditto: good luck Matthew!  |
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Sat Dec 15, 2012 7:45 pm |
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Not the first time Matthew has flounced away from Sijun  _________________ brian.prince|light.comp.paint |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Dec 19, 2012 12:13 pm |
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I'm okay with long pauses - I'm getting old? XD
Glad to have an extended break. Finally found a decent audio program (from
people who know what a scroll wheel is for, heh):
Linux MultiMedia Studio
http://lmms.sourceforge.net/
Second video is in the pipeline (vectors/LMMS; sixty second shorts). Likely
animation is next (traditional or 3d, hmmmm...)...
Learning curve now looks like a pretzel - but it's okay!  |
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Tzan member
Member # Joined: 18 Apr 2003 Posts: 755 Location: Boston MA
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Posted: Wed Dec 19, 2012 12:33 pm |
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Each time he comes back he has gotten better.
So maybe next time he will have some great masterpiece to show. |
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Nide member
Member # Joined: 20 Jul 2009 Posts: 477 Location: Banks of the Styx
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Posted: Fri Jun 14, 2013 1:07 pm |
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Doodle ZBrush
some Zsphere
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue Jun 18, 2013 12:13 am |
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Nide, nice nice nice  |
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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Posted: Wed Jan 22, 2014 6:38 am |
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Good to be back
I love seeing 3D experiments here, my work is a bit more traditionnal in a way :p
 _________________ http://astroukoff.blogspot.fr/ |
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Wed Jan 22, 2014 5:00 pm |
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Hey, those rocks are great. Nice sharp edges. I have a hard time with that in Zbrush. _________________ brian.prince|light.comp.paint |
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ZM member
Member # Joined: 09 Apr 2010 Posts: 110 Location: Paris, France
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Fri Jan 24, 2014 12:20 pm |
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Awesome! I'll check them out. Thanks for sharing. _________________ brian.prince|light.comp.paint |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Fri Apr 18, 2014 11:08 am |
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Time for another run at Blender I guess - and look, version 2.70a (April 11,
2014). Doesn't seem right with Whom not around, lol, but let's see...
Interface hasn't changed except for that vertical row of tabs (at left)... Will see
what happens this time...
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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Posted: Sat Apr 19, 2014 2:10 am |
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It's starting to look like a proper interface. Good signs.
Though I'm still stuck on 2.49b because my game's model pipeline is tightly tied into Blender's DirectX export tool, and the DirectX export format changed significantly when it went through the big upgrade.
I'm looking forward to moving on to the new Blender at the end of the project. Or buying Maya if the game sell well enough.  _________________ Art Links Archive -- Artists and Tutorials |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Mon Mar 30, 2015 4:03 am |
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Sumaleth wrote: |
I'm still stuck on 2.49b because my game's model pipeline is tightly tied into Blender's DirectX export tool, and the DirectX export format changed significantly when it went through the big upgrade. |
Understood re "stuck" - currently looking for that sweet spot where knife and
render both work (2.63 atm) - it's an art, yep.
=================
Yesterday's 'speedie' (heh): quads and octagons (background and figure)
NB for speedie terrain stuff (two or three mesh), blender is a lot
faster/forgiving than sketchup's "smoove" (or whatever it was) - nice nice.  |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Sat Apr 04, 2015 1:31 pm |
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Wa-BaM! Still stuck with sketchup!
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Apr 04, 2015 6:06 pm |
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samhell wrote: |
Wa-BaM! Still stuck with sketchup!  |
Whoa, samhell - where u been. Look who just dropped in out of hyperspace...
U call that "stuck"?
Have stuck around sketchup partly for its very uncluttered interface (and
one-click "fog" (as above)) - but let's see (Blender):
T = Object Tools panel toggle
CTRL + Up/Down Arrows = Maximize current view toggle
That does it (full screen (not to be confused with "full screen", yeah)).
And: http://blendertips.com/hotkeys.html
==============
I think Blender would be easier to learn/less intimidating if, like the gaming
option, they split animation into its own section. Dunno. |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Sun Apr 05, 2015 12:58 pm |
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Haha, thank you! It's good to be back!!
Honestly though, I'm ashamed to admit that I just have not
remembered to visit here anymore. I haven't been doing
speedpaints either for the longest time, so that didn't help.
Luckily, I got back to sketchup a while back and that joggled
my memory in a good way.
Here's another paintover of the same ship. A different technique,
pretty much the only thing I've been doing recently.
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Mon Apr 06, 2015 7:14 am |
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Still though guys you seem like the only ones keeping this place alive.
durgldeep, Blender is the only way to go.
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Mon Apr 06, 2015 7:17 am |
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3 years go by fast, I'm not here to stay...
I saw that critic you got in the wip section durgldeep some people just don't got any clue... I think that's what I hate the most with forums... |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Mon Apr 06, 2015 9:44 am |
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O M F G!!
I had to do a double take on the thread before I believed what I
was seeing! And literally, I was going to finish to my previous
post with the line... "Now if only Whom would also come back".
Anyhow, hopefully things have been good. Good to see you again here.  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Mon Apr 06, 2015 10:49 am |
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samhell, hehe likewise nice to see you again. Clean work there, very nice. |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Mon Apr 06, 2015 11:29 pm |
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Thank you!
Here's one from yesterday. Got too sleepy to finish the
screen details and readouts properly, but the image served
it's purpose as an overpaint test perfectly.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue Apr 07, 2015 4:40 pm |
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whom wrote: |
Still though guys you seem like the only ones keeping this place alive.
durgldeep, Blender is the only way to go.  |
samhell's keeping it alive, I just did a crummy octagon guy - with
workflow in mind, sure (how to do the same thing in Blender but way
better). Stay tuned...
whom wrote: |
3 years go by fast, I'm not here to stay...
I saw that critic you got in the wip section durgldeep some people just don't got any clue... I think that's what I hate the most with forums... |
Meh, been managing 'artistic temperament' stuff (my own) for ages. No
worries.
"Not here to stay" - so like a 'visiting professor' kinda thing. We'll take it!  |
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samhell member
Member # Joined: 12 May 2007 Posts: 310 Location: Hellsinki
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Posted: Thu Apr 09, 2015 1:34 am |
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Quote: |
samhell's keeping it alive, I just did a crummy octagon guy. |
Nonsense, I just happened to stumble in when Whom was looking. I do promise try and post more often from now on though.
Just finished this. Did the crappiest sketchup 3d base for this and painted over. Super gains in terms of speed... I think I'm starting to find a workflow suited for me.
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Apr 09, 2015 12:25 pm |
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samhell wrote: |
Nonsense, I just happened to stumble in when Whom was looking. |
lol!
samhell wrote: |
Super gains in terms of speed... |
Speed indeed. Related:
Really liking Max's "New Portfolio!" http://forums.sijun.com/viewtopic.php?t=43545 ...
Also Craig Mullins' comment, somewhere (his site?) re using stock photos
to 'remain competitive' (hope that's right)...
Speed speed speed - 3d always seemed (to me) to be a necessary step
beyond painting. Dunno...
Now I should actually *do* something to post.  |
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whom member
Member # Joined: 28 Feb 2012 Posts: 336 Location: Sweden
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Posted: Fri Apr 10, 2015 1:14 am |
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durgldeep &
samhell, are anyone of you over at cgsociety?
samhell, It works really well with the combination. Nice detail on the ship.  |
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