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Author Topic: My Blender3D Modelling progress. :)  (Read 152 times)
Nick
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« on: January 03, 2009, 07:05:20 PM »

Well. Decided, what the hell, I just started using this and it's fascinating. I've already learned a few things that can help, so I'll just have my progress written here, along with my work.

As of now, I've created a "planet". Still needs much work. If you have any tips, I'd be greatly appreciative. I especially need to know how to smooth the rim of the ring around the planet, as it is sharp. I want it to be like an actual ring around it...


New Progress...

-Drew up some plans for a building, and started constructing in Blender, planning to be finished with it around January 10th-12th. Current progress at the very bottom.
-Fixed planet roughness, new model.
-Working on some sort of turret/gun, will decide what it is later.
-Building is taking on a Middle-Eastern design, with my own added touches. Did a nice bit of work on it.
-Replaced monkey with one with eyes and pupils.


« Last Edit: January 06, 2009, 06:56:29 PM by Nick » Logged

Nick
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« Reply #1 on: January 03, 2009, 09:01:47 PM »

Here is my work so far. I messed it up a bit, and having trouble fixing it. The bloody ring around it is sharp, I need to smooth it out, like it is an actual ring. >.<

New one will be up later.


EDIT: Planet attachment removed, mostly final version up there. Smiley
« Last Edit: January 06, 2009, 05:25:03 PM by Nick » Logged

TheANIMAL
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« Reply #2 on: January 04, 2009, 10:42:53 AM »

It'd be easier if you went over to www.blenderartists.org , you'd get all the support you'd need.
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KitLightning
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« Reply #3 on: January 04, 2009, 12:49:21 PM »

yeah and Blendernation is quit good too.
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Nick
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« Reply #4 on: January 04, 2009, 01:08:14 PM »

Thanks for the information, guys. Smiley


EDIT: Kit, your link is broken. Sad
But I found website anyways.
« Last Edit: January 04, 2009, 01:15:00 PM by Nick » Logged

KitLightning
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« Reply #5 on: January 04, 2009, 01:43:08 PM »

uh my bad, and its on Blenderartist anyway (I found out)
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          "Acerrima proximorum odia" ~ Tacitus

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Nick
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« Reply #6 on: January 04, 2009, 02:05:12 PM »

Yeah, same here, haha. Well, I just started creating my building. Posted above.
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Rockstone
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« Reply #7 on: January 04, 2009, 06:26:09 PM »

If only I could model for this mod using blender.
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Skydance
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« Reply #8 on: January 06, 2009, 12:07:00 AM »

You should use more curve resolution on that ring, for one. It's too jaggy.

You'll have to get another torus or use a NURBs torus. Or you could take a slightly longer road, which I'd take myself.

What I'd do is throw on a flat polygonal circle and paint up a 32-bit (so it can have transparency) TGA of the rings in Photoshop then UV map that onto the texture. If the outer ring on the texture doesn't meet the edge of the circle, you don't need too much curve resolution in the geometry.

However, I'm guessing you're trying to do everything using procedural textures.
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Nick
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« Reply #9 on: January 06, 2009, 04:36:11 PM »

Thanks for the advice, Skydance. I'll see what I can do. As of this moment, I'm just doing basic modeling and such. As I get a little more experienced, I'll step it up.

What I'd do is throw on a flat polygonal circle and paint up a 32-bit (so it can have transparency) TGA of the rings in Photoshop then UV map that onto the texture. If the outer ring on the texture doesn't meet the edge of the circle, you don't need too much curve resolution in the geometry.

Ok. Umm. No clue what you mean, to be honest. Only a 9th grader here. I just started this kind of modeling only a few days ago, so I'm pretty vague on what I can do. If you have any baby tutorials that you can link me or hook me up with, I'd greatly appreciate it. Especially coming from an MW:LL team member that knows a whole lot about this stuff. Wink


EDIT: Skydance, I used a simple donut model, and flattened it. >.<
EDIT2: Found what you meant, planet is fixed.
« Last Edit: January 06, 2009, 07:15:01 PM by Nick » Logged

TheANIMAL
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« Reply #10 on: January 06, 2009, 05:05:02 PM »

If the outer ring on the texture doesn't meet the edge of the circle, you don't need too much curve resolution in the geometry.


Curve resolution shouldn't matter as long as you can't see straight edges, around 100 does the trick. And besides, if the texture doesn't meet up, you can re-size the UV map easily.
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Nick
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« Reply #11 on: January 06, 2009, 05:22:30 PM »

Aha, I figured it out. Fixed planet below, will also be in the first post. Tell me if you like it. Wink
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