Wednesday, 19 of June of 2013

Tag » blender3d

3ds Max Textured Football and Helmet

Sleep comes easier for me now that I’ve started up my most recent caffeine ban, but that won’t stop me from adding a few newish photos

I’m finally starting to generate some images and content that I feel I can be proud of. Things that aren’t exactly out of this world, but are also good enough to not get comments like ‘Dude. Is that supposed to be a car or a bird?”

I honestly believe in using whatever tools best suit you. Much of what you see here is generated in Blender, unless I mention otherwise. I’m just a Blenderhead, through and through. I’ve a professor who knowingly joked that if I thought I could get away with it, I would do all of my modeling in Blender and just import it as a .obj into 3ds Max for the 3ds based Studio 1 class in which I’m currently enrolled. The class erupted into laughter, myself included, mostly because we all know that he is perfectly correct.

The two new uploads for the evening have got a few weeks on them now, but they include a textured football and football helmet. These were given to us as models and we were to texture them in 3ds Max. Enjoy!

-Lace


Sintel is OUT!

Alright, I have all of five minutes to write this post. The reason I only have five minutes is that in five minutes and a few odd seconds I will be totally enveloped in watching the new open movie from the Blender Foundation which has just released! At that point, for all intents and purposes, I will be dead to the world until the film is over. You can download it free, online, by clicking right here to go to the download page.

OR! You can watch it right below here. :) Don’t forget to click on at least 720p resolution for the full quality of a film made with completely free and open source software!

- Lace


WNBG Morning Build 0.2

I’m writing this at 12:50 in the morning, and I need to be up in 7 hours for work, so I’ll try to keep it short and sweet.

The newest build of WNBG is working for both Mac and Windows now. Primary updates include a scrolling cautionary opening, an audio test, and some UV Mapping tests on background textures. I’m getting close to the point where I need to start coding in python to keep up with the game logic. I’ve got a good friend of mine who should be able to give me a jump start, though. Make sure to leave your constructive criticism and comments below the post!

(Don’t forget to right click and save.)

05-04-2009

Mac Build — [Build 0.2]

5.7 MB

Windows Build — [Build 0.2]

8.1 MB

–Lace


Introducing WNBG

I finally started doing some reading, and some playing around with the Blender3D Game Engine, and this is the output of a few hours worth of learning experience. This Game is Alpha. Pre-pre-release. Read, “were this an actual attempt, the game would probably never be shown to the public on this level”, so no need to tear it apart, it’s a work in progress. I’ve already learned a lot, and I hope to have a nice little game developed when it’s all over.

The game is being produced under the codename WNBG. At this point, there is only one rule. Knock down the green one! Post your comments on bugs (there will be tons) and constructive criticism in the comment section of this post.

(Make sure to right click and save.)

05-01-2009

Mac Build — [Build 01]

8.8 MB

Windows Build — Not up yet

?

Blend File [Build 01]

3.4 MB

– Lace


Walker Leg Constraints V2.0

Same video, higher quality.  Rendered using the Internal Renderer instead of just OpenGL. I think the next thing I would like to do would be to break the leg away from the round section on top, and make it pivot at that point. Then, that round top section will go up inside the machine where it can turn on circular tracks to change the angle at which the leg points.

While purely asthetic, I would also like to add some working hydraulic pistons. :)

–Lace


Walker Leg Constraints

After a great deal of research and experimenting, I finally finished constraining the Walker Leg properly. There is one last bit of functionality that I would like to add, but that can be done later when I have more free time. Each piece is parented to a point on the piece above it, a sort of hierarchy. That, combined with some rotation and location constraints, makes the leg move as realistically as possible/necessary.

I’ll be posting a shaded version later. This video is the quality I see when working inside blender, and only takes about five minutes to render since it uses OpenGL.

–Lace


Particle Flames

Here’s a video made in Blender by Alex Polkinghorn, a College-Now Student at North Central State College. He made the fire by following a tutorial by Nion, in which particle effects do most of the work. Well done!

If anyone knows the link to the tutorial, please leave a comment below the article. Thanks!

–Lace