blazingsentinals blender progress
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ALAGAËSIA :: Alagaësia mod :: Progress
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blazingsentinals blender progress
i am currently learning how to use blender and just thought that i would make this so that you guys can help me with it so i can improve and start making models for the mod quicker.
so here's a very basic sword model i just made that could maybe be used as a sparing weapon or something.
im quite pleased with how this turned out seeing as its my first proper model.
so here's a very basic sword model i just made that could maybe be used as a sparing weapon or something.
im quite pleased with how this turned out seeing as its my first proper model.
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
I'm not much of an expert on blender, but it might be a good idea to try something similar to this using curved shapes such as spheres and cylinders. That should make a model look better quite easily.
But i think that Draco is our expert on blender atm.
But i think that Draco is our expert on blender atm.
Urwy- Still thinking about rank...
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Re: blazingsentinals blender progress
thanks for the feed back although like i said this is my first model so i didn't want to make it overly complex and rage quit never to touch blender again
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
If you have done it properly, you can now use loop cut (CTRL+R) to add more vertexes and make the model more detailed.
Even that dragon started as a box, with only 8 vertexes. Loop cut and extrude is all it takes.
Even that dragon started as a box, with only 8 vertexes. Loop cut and extrude is all it takes.
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
i was just mucking about with the subsurf modifier and turned a square into a really weird shape, so i whacked a material onto it and turned it into and egg.
Tada:
Tada:
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
also how do i scale something independently, i mean like if i extrude something then scale it it scales the part im scaling and the end of the model its connected to, so how do i only scale the part i want to scale and not the other bit of the model?
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
sounds like you have proportional editing on.
Click the blue circle on bottom of the screen and choose "disable".
oh and get rid of that useless timeline screen.
right mouse on edge.
"join area"
move mouse so arrow points down.
left mouse to accept
Click the blue circle on bottom of the screen and choose "disable".
oh and get rid of that useless timeline screen.
right mouse on edge.
"join area"
move mouse so arrow points down.
left mouse to accept
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
thanks i got got rid of the animation but the proportional editing did nothing, also can you give me some tips at modelling the blade because the ways iv'e done it are really inefficient imo and f**k up the model when i add a subsurf to smooth them out.
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
Subsurf adds much vertexes, i don't use them for my weapon models.
For real simple swords, i "draw" the outlines and extrure (move new vertexes out a bit)+ scale(Alt+s) few times, then adjust/merge the vertexes. (add shape, delete all the vertexes of a shape, then Crtl+left mouse to "draw"). easy method to make low poly weapons. a lot of attention needs to be paid to single vertexes.
Other, "right" one i think, method is to use loop cut. make real rough model, (like in your first picture) and use loop cut to add vertexes, then manipulate those vertexes to increase the detail. This adds many "useless" vertexes however.
Those are the two main methods i use.
For real simple swords, i "draw" the outlines and extrure (move new vertexes out a bit)+ scale(Alt+s) few times, then adjust/merge the vertexes. (add shape, delete all the vertexes of a shape, then Crtl+left mouse to "draw"). easy method to make low poly weapons. a lot of attention needs to be paid to single vertexes.
Other, "right" one i think, method is to use loop cut. make real rough model, (like in your first picture) and use loop cut to add vertexes, then manipulate those vertexes to increase the detail. This adds many "useless" vertexes however.
Those are the two main methods i use.
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
i had a shot at making a dagger after looking at a few tutorials and im prety pleased with how it came out:
im especially glad with the blade (mostly because I've finally found a way to make them) and then cross guard but the handle could be better
im especially glad with the blade (mostly because I've finally found a way to make them) and then cross guard but the handle could be better
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
Nice progress when compared to your first sword!
Keep it up and you might actually give Anondraco a run for his money (A little competition between modellers can't hurt, now can it? )
Keep it up and you might actually give Anondraco a run for his money (A little competition between modellers can't hurt, now can it? )
Urwy- Still thinking about rank...
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Re: blazingsentinals blender progress
looking at some of is latest models that doesn't seem too likely to happen very soon but its always nice to have a goal
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
i think it can't.
sentinal. you need to merge the blades edge vertexes, so there is only one vertex line running along the edge of the blade.
Also, the timeline is still there, you just minimized it
sentinal. you need to merge the blades edge vertexes, so there is only one vertex line running along the edge of the blade.
Also, the timeline is still there, you just minimized it
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
heres my how im doing on the weapon from urwys inspiration thread:
i made it using curves and its come out very well i need to fill, make it thicker and then get to work on the blade and handle parts
i made it using curves and its come out very well i need to fill, make it thicker and then get to work on the blade and handle parts
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
i filled in the blade and added the handle and some details, now i just need to make the cutting edge
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
Awesome!
Amount of vertices is looking good as well
Amount of vertices is looking good as well
Urwy- Still thinking about rank...
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Re: blazingsentinals blender progress
When making hi poly, remember to use smooth shading, since it's the method that is used in-game.
Educate yoursef: http://vegastrike.sourceforge.net/wiki/HowTo:Bevel
Educate yoursef: http://vegastrike.sourceforge.net/wiki/HowTo:Bevel
There are some fundamental things we need to understand, to make good models:
a) Flat-shading more than doubles the amount of vertices to process in the gpu (videocard). It does not mean that you should "never" use flat-shading, but it does mean you need to think about where and when to use it. The multiplication of vertex data occurs in the video card (GPU), not in the file, so you may think you have a low poly count, and feel falsely reassured; but the vertex count that is actually processed may be astronomical, if you flat-shade everything. Essentially, each tri will have its own 3 vertices!... no sharing at all!!!
b) You can achieve a flat-shaded look while actually using smooth shading, by "spitting the smooth groups". This doubles (splits) the vertices at the edges of each smooth groups surface, slightly increasing your vertex count in the mesh file; but it is much less costly, in real vertex count processed in the gpu, than flat-shading the whole surface.
c) In smooth shading, the video card interpolates normals, and this may cause unwanted effects; but the unwanted effects can be solved with extra cuts, which, again, add a bit to the geometry in the file, but cost far less (in real performance) than flat-shading.
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
i prob only have that many vertices because of all the circles i have for detail. thats the beauty of the curve tool, the actual blade only takes up 33 vertices, also what's a "good" amount of vertexes?
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
I like to think of about 700 or lower verices on the low poly as a good amount of vertices.
And everything around or above 1K vertices as "less good"
And everything around or above 1K vertices as "less good"
Urwy- Still thinking about rank...
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Re: blazingsentinals blender progress
[b]
i changed the circles to spikes which halved the vertex amount and I've just started on the blade edge.
i changed the circles to spikes which halved the vertex amount and I've just started on the blade edge.
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
Do you make the edge as a separate object first? why?
And you should be using mirror modifier.
And you should be using mirror modifier.
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
well i used a curve to make the main blade piece and my original plan ws to extrude that, but because its a curve i cant so i had to make a cube and do the edge from scratch. and why do i need the mirror on?
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
blazingsentinal wrote:well i used a curve to make the main blade piece and my original plan ws to extrude that, but because its a curve i cant so i had to make a cube and do the edge from scratch. and why do i need the mirror on?
You can convert that curve to vertexes. in object mode press Altl+C->Mesh from curve.
and the mirror modifier halves your work, since you only need to do one side of the blade, and it also ensures that both sides of the blade are identical.
AnonDraco- Still thinking about rank...
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Re: blazingsentinals blender progress
really?
please excuse me while i go smash my head against the nearest wall for the next half an hour.
please excuse me while i go smash my head against the nearest wall for the next half an hour.
blazingsentinal- Active Member
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Re: blazingsentinals blender progress
well that was simple and it looks a million times better
NOW im going to go smash my head against a wall
NOW im going to go smash my head against a wall
blazingsentinal- Active Member
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ALAGAËSIA :: Alagaësia mod :: Progress
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