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ITT Speed modeling requests

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Comments

  • edited 2017-02-22 20:41:18
    Look what I made!:


    A couple clicks later...

    The motivation for this script, of course, was Touhou, although of course it works in any case where I need to put multiples of one object along an edge aligned with a face. For this I had to relearn most of what I knew about linear algebra, with more emphasis on the geometrical stuff of it rather than the, well, algebraic stuff. The hardest part was the shearing. Also I couldn't make it deform to connect each new piece to 'follow a path', although I'm sure I can do it. And miscellaneous bugs and oddities. Maybe if I clean it up I can release it?

    More notes to self:
    • For some bizarre reason, Houdini won't accept file (string) inputs if they're driven (i.e. green).
    • Don't bother testing mantra materials without a good HDRi map on.
    • Don't ever try using anything but bmesh for manipulating geometrym and don't use more than one bmesh.
    • http://sewguide.com/how-to-gather-ruffles/
  • edited 2017-02-23 05:37:33
    There is love everywhere, I already know
    I've been meaning to learn to make (physical) ruffles myself for a stop-motion thing but I've been putting it off for about a year.
  • I made a Nuclear Furnace:

    AO7hJpv.png

    (The original is this. For some reason the 'net doesn't have a good, representative image available.)

    I expected this to be a short project but I guess I got carried away. Most of it was spent rendering, so much so that it made me try Blender's denoising feature for the first time and holy fuck it's awesome.

    Coincidentally, it's also the first time I really deal with radiance. I now realize that ignoring this was what made many previous renders not what they should've been.

    All textures mine. From now on all textures were made by me unless stated otherwise.

    Notes to self:
    • If the image is going to be displaced, make the resolution slightly larger than intended.
    • I feel dumb for not noticing earlier, but the Mirror modifier's texture options sometimes fixes the identical-mapping problem.
    • Opensubdiv can mess up UVs



    http://blender.stackexchange.com/questions/54038/when-should-custom-properties-be-used-instead-of-bpy-props
    http://blender.stackexchange.com/questions/6975/is-it-possible-to-use-bpy-props-pointerproperty-to-store-a-pointer-to-an-object
    http://blender.stackexchange.com/questions/36587/how-to-define-customized-property-in-material
    http://blender.stackexchange.com/questions/2075/assign-datablock-to-custom-property

  • Creature - Florida Dragon Turtle Human
    Y'know I actually forgot what I'd clicked and sat there for a moment wondering how this could be real.

    So, good job. It even looks better than the in-game version. (And that fight seems incredible.)
  • Ahh, I guess that's good. There's actually a bunch of details in the final render, but I kinda wanted to move on, so...

    And the senpais at TVT's Touhou thread haven't noticed me yet.

    Fun fact I forgot to mention: I created the red light's halo effect (visible in the original) by accident, although eventually I removed it because reasons.
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