Poll

The Pringles Can is a Weapon

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Author Topic: SuperSuit12's Modelling Request Thread. WIP: Pringles Can.  (Read 1298 times)

There are absolutely no promises here. I'm trying to get into modelling.
I'm taking simple requests, one at a time. I'm still learning to model, so if it's too complicated, I'm not doing it. I don't know how to animate stuff... yet.
Current project is in the title.
OBJ and MTL files of finished products:
Pringles - OBJ - MTL
« Last Edit: July 06, 2016, 02:34:14 PM by SuperSuit12 »



pringles can
solid or hollow? I'm doing hollow and empty without lid. It's got:
-the little things at the top and bottom that make the edges of the cylinder nice and neat
-indented bottom that's there because of how the metal bottom is attatched
-hollow center
« Last Edit: July 06, 2016, 02:10:17 PM by SuperSuit12 »

...How large is one 1x1f in standard .obj units? (The units most things that use .obj, including Blender and Tabletop Simulator)


http://leetlegacy.tk/brickmaking.html
1x1f brick reference download also available at link. disable load UI in blender when you open the file if you wish to maintain your current interface when working with it.

So, a regular 1x1f is 1x1x0.4? Thanks
This'd be a 5 block tall 2x2 pringles can. Perhaps I should scale it down a bit, eh?

Make it 2 bricks high

Make it 2 bricks high
doing math for that. I kind of expected it to be a tool/weapon or something.

Wait why would it be 2 bricks wide?

Wait why would it be 2 bricks wide?
joking, I have no idea how high it would be XD
it'd look like a weird trash can... Let me look into this.
Currently the .obj is 2x2x5 bricks, but you can scale it to whatever you need.
I'm going to look into what it takes to turn it into a weapon.
Or healing item.

EDIT: At 1x1, that's 1/2 of the original size, so it's 1x1x3 blender units which means 1x1x7.5 which means I'd have to move some stuff around. I could just transform the top half down a ways and call it good. The texture'd look a bit different than on the tool, but who cares?
« Last Edit: July 06, 2016, 02:55:07 PM by SuperSuit12 »

If it's a weapon then you have to animate it.

If it's a weapon then you have to animate it.
This just tells me to make a mountpoint.
« Last Edit: July 06, 2016, 03:12:42 PM by SuperSuit12 »

...Greaaaaaat... Now I have an untextured thing that didn't pay attention to mount points. Let's see how many tutorials I can find that aren't missing critical images.

...BUT IT'S A THING THAT I MODELLED IN THE GAME. :D

EDIT: This happened.
Quote
I made a pringles can. 1v1 me pringles can only
Modder The Fox: No?
SuperSuit12: why not?
SuperSuit12: I MADE A WEAPON.
Modder The Fox: Because I CANnot fight you
Badum-tsss.

EDIT EDIT: Got it to be textured. Now I just need it to not be oddly huge for no apparent reason.
EDIT EDIT EDIT: Did math wrong, then proceeded to correct it and not apply the corrections. (Apparently .dts exporter doesn't apply the scale of objects to the mesh, which is fine.) Just need to make it animated and mounted properly.
« Last Edit: July 06, 2016, 04:17:55 PM by SuperSuit12 »

(Apparently .dts exporter doesn't apply the scale of objects to the mesh, which is fine.) Just need to make it animated and mounted properly.
You have to either scale it in edit mode, or hit ctrl a and apply rotations and stuff after you scale in object mode

You have to either scale it in edit mode, or hit ctrl a and apply rotations and stuff after you scale in object mode

Yes, I know. I already fixed that ages ago. Now I'm trying to figure out how to animate this stupid thing. No matter what I do or apply the animation to it won't animate.