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Like pixel art, but less straightforward [3D dump]
#16
Well, I'm trying Blender again. The problem with Blender is it doesn't have a toolbar. Everything depends on hotkeys. Every single letter (plus variations with SHIFT, ALT, and CTRL, jesus christ) does something. And you can only undo in edit mode. Meaning if you move your model around in Object mode, you can't CTRL+Z it back in position.

The only upside is that Blender is infinitely more powerful than Anim8or. Which isn't saying much, since Anim8or doesn't even preview the textures properly on the fly. :/

Does anyone have a bootleg version of Maya? EDIT: or 3ds Max?
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#17
they're giving a version of trueSpace out for free.

http://www.caligari.com/downloads.html
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#18
are you using windows xp?

Ever since i got vista, I couldn't use anim8tor, itd keep crashing :0

I cant use blender either, its way too confusing.......
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#19
trueSpace. Use it.
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#20
okay, ill check it out
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#21
[Image: thisisaghost.png]
Modelled with Anim8or, unwrapped with UVmapper, Render Baked with Blender (Anim8or can't Render Bake. Figures), and then rendered in Anim8or. Thank god for .obj (Lightwave).

Here is the simple texture (WARNING: is big)

Simple model, simple texture. Just my first render bake, is all.

Also, it's meant to be one of those ghosts from Pacman.
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#22
[Image: driller.jpg]
Posting this for myself
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#23
I went to the br (bathroom for you non-retards) and look what I found in the toilet:
[Image: flashman.png]
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#24
(09-28-2009, 08:46 PM)Kilgore Trout Wrote: [Image: driller.jpg]
Posting this for myself

Is the anatomy here intentionally skewed? His arm is kind of waaaay longer than it should be.
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#25
What does render baking do
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#26
(09-29-2009, 12:26 PM)Nystre Wrote:
(09-28-2009, 08:46 PM)Kilgore Trout Wrote: [Image: driller.jpg]
Posting this for myself

Is the anatomy here intentionally skewed? His arm is kind of waaaay longer than it should be.
tbh i think it looks way cool like that :V
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#27
(09-29-2009, 02:55 PM)Tyvon Wrote:
(09-29-2009, 12:26 PM)Nystre Wrote:
(09-28-2009, 08:46 PM)Kilgore Trout Wrote: [Image: driller.jpg]
Posting this for myself

Is the anatomy here intentionally skewed? His arm is kind of waaaay longer than it should be.
tbh i think it looks way cool like that :V

I am really indecisive! Stylistically it seems cool but it wouldn't hurt to make it a smidge smaller.
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#28
(09-29-2009, 01:26 PM)Vipershark Wrote: What does render baking do
tl;dr version:
Well, first you have a UV map/ an image to map to
And then you set up your lights/lamps
And Render Baking basically "prints" the lighting on the UV map
Now you have an image with all the lighting effects imprinted on it

LONG VERSION

The result is, you have an image with all the faces shaded according to the lighting you set up. What it does is, if you take your model and apply the baked UV map to it, you won't need any extravagant lighting, and it would still look like it HAS extravagant lighting.

It's used for games to save render time and memory. For example, look at my ghost thing up there. There is no lamp/light in that scene, yet there is shading on the ghost. Because I faked it with Render Baking.

Also, you can use the baked UV as a guide to shading your UV map. You'd make a new layer on top of the UV map (in photoshop or gimp), and shade over the baked map to get the shading right.


Also, yeah, that sketch's 3D counterpart kinda didn't work out for some reason. It turns up blank when I try to render bake. I'll probably try it out again some other time.
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#29
I see.
Doesn't that make for odd lighting effects, though?
Your render will have lightsource from one area, while the rest of your scene has it from another.

Don't get me wrong, I understood what you were saying. Just wondering though.
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#30
(09-30-2009, 08:10 AM)Vipershark Wrote: I see.
Doesn't that make for odd lighting effects, though?
Your render will have lightsource from one area, while the rest of your scene has it from another.

Don't get me wrong, I understood what you were saying. Just wondering though.

Usually game designers would make it so that the lightsources in most areas were pretty ambiguous to keep things from looking odd


Of course, this problem hasn't exactly been in place since we first delved into 3D vidya in the N64/PSX era. Nowadays real-time shadow is fairly commonplace!


200 posts whoop whoop
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