Author Topic: The new and improved 3D model topic!  (Read 4640969 times)

The head turn looks fine. No clipping faces or anything. Just as long as it's not too extreme. ;)

snipoon (View in 3D)


The head turn looks fine. No clipping faces or anything. Just as long as it's not too extreme. ;)
If you look near the end of the gif when the dog is sitting down, you can see the head-neck and body-neck segment cut into each other so it looks like his neck is twisting off like a twisler

ey guys ive been thinking of starting modeling with blender, but i dont wanna watch those boring tutorials on how to add light to a box, but instead learn how to mash some meshes together and make a decent wep, any tips on that?


also the dog is nice, perhaps make a invisible weapon for him, that plays an attack animation?



If you look near the end of the gif when the dog is sitting down, you can see the head-neck and body-neck segment cut into each other so it looks like his neck is twisting off like a twisler
I mean, it doesn't look entirely natural, sure, but it's not terribly noticeable.

ey guys ive been thinking of starting modeling with blender, but i dont wanna watch those boring tutorials on how to add light to a box, but instead learn how to mash some meshes together and make a decent wep, any tips on that?
sounds like you need someone to go over blender with you - it would be really quick if you already know how to model, eg just need to know how to do them in blender. i'd offer to go over it with you but most of the people i teach blender to need a lot of guidance and im not sure if i can/should spare so much time since i got summer classes starting soon. if you already have sketchup experience or such then id be willing to.

as for the dog, im gonna tweak the animations a bit and see if i can get the sitting head turn to not screw up so much.

sounds like you need someone to go over blender with you - it would be really quick if you already know how to model, eg just need to know how to do them in blender. i'd offer to go over it with you but most of the people i teach blender to need a lot of guidance and im not sure if i can/should spare so much time since i got summer classes starting soon. if you already have sketchup experience or such then id be willing to.

as for the dog, im gonna tweak the animations a bit and see if i can get the sitting head turn to not screw up so much.
Subdivide it more evenly near where the neck turns.

Friendly neighborhood goblin

alright; i do have some very basic skill in sketchup make and might be able to make some stuff there, but the main reason i decided to go with blender was because of how you cant export to .dts with the free version. a "teacher" would be nice though, as there is probably alot of things id want to learn about the tools and interface, but i see if youre busy and stuff. i dont think ill use blender for much else than low-poly blockland weapons, so i (hope) i dont need to learn much advanced...

EDIT: things I want to learn:
  • working after reference image
  • basic low-poly stuff
to be continued
« Last Edit: June 06, 2016, 03:58:01 PM by some random idiot »

If you prefer sketchup, you can export to obj format, import to blender and then export to dts. That way you don't need to learn a new program for modeling, just the import / export process

If you prefer sketchup, you can export to obj format, import to blender and then export to dts. That way you don't need to learn a new program for modeling, just the import / export process

oh, when you say it that way I might stay with sketchup for a while longer, but are animations posible there? ill always be open for learning blender though, thanks for the tip.

oh, when you say it that way I might stay with sketchup for a while longer, but are animations posible there? ill always be open for learning blender though, thanks for the tip.
you can't animate in sketchup as far as i know, and even if you could, obj format doesn't save animations

i highly advise against this workflow though since it results in excessively high poly models due to how sketchup exports models. There's always excessive triangulation that's difficult to clean up (eg: a square face can be divided into 3 or more triangles; to fix you'll have to manually dissolve the excess vertices). you'll also have to clean up doubled faces and vertices and regroup the meshes so you can animate.

tutsplus has a good tutorial that teaches a lot of basic stuff like using a ref and uvmapping but it's blender only; http://cgi.tutsplus.com/tutorials/modeling-uvmapping-and-texturing-a-low-poly-t-rex-in-blender-part-1--cg-12763

I can't find much for sketchup

Yeah if you do plan to keep using sketchup: 1) draw in triangles, don't leave it up to the exporter or it'll make more than it needs a lot of the time 2) color everything you want to keep (this makes it easy to delete double faces as they will be grouped seperately in order to apply the material, 3) be sure to make components and groups if you plan on animating.

It's worth learning something else if you have the time, but if you don't (like me) just do whatever works for you