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blazingsentinals blender progress

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Post by blazingsentinal 21.01.12 15:26

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.
blazingsentinals blender progress WMrXj
im quite pleased with how this turned out seeing as its my first proper model.
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Post by Urwy 21.01.12 16:22

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.
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Post by blazingsentinal 21.01.12 16:41

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
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Post by AnonDraco 21.01.12 16:51

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. Wink
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Post by blazingsentinal 28.01.12 15:55

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:
blazingsentinals blender progress U6aIO
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Post by blazingsentinal 28.01.12 20:50

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?
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Post by AnonDraco 28.01.12 23:09

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

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Post by blazingsentinal 30.01.12 11:37

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.
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Post by AnonDraco 30.01.12 14:37

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.
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Post by blazingsentinal 01.02.12 20:06

i had a shot at making a dagger after looking at a few tutorials and im prety pleased with how it came out:
blazingsentinals blender progress 7Vj8L
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
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Post by Urwy 01.02.12 20:09

Nice progress when compared to your first sword! Very Happy
Keep it up and you might actually give Anondraco a run for his money Wink (A little competition between modellers can't hurt, now can it? Smile )
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Post by blazingsentinal 01.02.12 20:15

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 Smile
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Post by AnonDraco 01.02.12 20:16

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 Very Happy
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Post by blazingsentinal 04.02.12 9:53

heres my how im doing on the weapon from urwys inspiration thread:
blazingsentinals blender progress EsduJ
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
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Post by blazingsentinal 04.02.12 15:55

blazingsentinals blender progress NZTjf
i filled in the blade and added the handle and some details, now i just need to make the cutting edge
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Post by Urwy 04.02.12 15:58

Awesome!
Amount of vertices is looking good as well Smile
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Post by AnonDraco 04.02.12 16:00

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



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.
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Post by blazingsentinal 04.02.12 16:05

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?
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Post by Urwy 04.02.12 16:47

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"
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Post by blazingsentinal 04.02.12 21:11

[b]blazingsentinals blender progress 8FHD3
i changed the circles to spikes which halved the vertex amount and I've just started on the blade edge.
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Post by AnonDraco 04.02.12 21:12

Do you make the edge as a separate object first? why?
And you should be using mirror modifier.
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Post by blazingsentinal 04.02.12 21:18

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?
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Post by AnonDraco 04.02.12 21:21

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.
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Post by blazingsentinal 04.02.12 21:24

really? Shocked
please excuse me while i go smash my head against the nearest wall for the next half an hour.
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Post by blazingsentinal 04.02.12 21:29

well that was simple and it looks a million times better
blazingsentinals blender progress DZIAn
NOW im going to go smash my head against a wall
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