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Friday Hangout: Holiday Plans?

54

I don't know about you, but I'm going to take a few days off next week (not from writing for BlenderNation though, mind you ;-). And you? Will you have any extra spare time that you can use for your next Blender project? Tell us all about it! Image submissions are open again, so feel free to share any pictures or screenshots of what you're working on.

About the Author

Avatar image for Bart Veldhuizen
Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.

54 Comments

    • Looks like it's coming along nicely :).  I notice it's for second life... Do they still use that modeling system with primitives and displacement maps ? All my searches on the subject return old tutorials on the primitives system.

      • I presume you talk about sculpted prims, personnaly i never head about displacement map in second life. Now meshes (.dae) can be directly imported, with 8 materials and uv mapped texture. But i must admit i leave second life little by little, and want to improve my blender use to make animated shorts.

  1. Working like I slave so that I can start marketing again my blender/html5 game project and go for funding.
    Just finished coding the new bestiary yesterday http://ancientbeast.com/bestiary/ and the gallery today http://ancientbeast.com/gallery/
    After more documentation I should have the time to actually blender on creatures and props again.

    • Hey Dread Knight just checked the site out and wow! there are some great concepts on there.
      Loving the Dark Priest and the Shrimp any chance I could use use those as references for modeling?

      • Thanks! We have a lot more artwork actually, will add some more that's colored after I'll get some sleep xD
        (Hopefully I'll find some artists to color more awesome creature linearts asap)Sure, you can model stuff, hopefully would be willing to share the model with us as well (we're a tiny team accepting contributions) and if you post on dA, we have a group for the project http://ancient-beast.deviantart.com/ so it would be nice join and submit the renders there and also to mention in the description about Ancient Beast (and link it) and also credit the concept artists (will probably add these guidelines in the manual pretty soon).Shrimp made by Velvetcat http://velvetcat.deviantart.com/gallery/#/d2h03q9Dark Priest by Kathy http://kasia88.deviantart.com

          • Alright :) The bot bunny looks great btw, I really like the metallic materials! I've submitted it to my blender-club (blender-club.deviantart.com), hope you'll approve :D
            I did modeled Dark Priest myself a long time ago, but I made him low poly. Soon I'll have to revise all the creatures I modeled for Ancient Beats and get them more detailed (priority having the first 7 that will get included in the game).

      • Thanks Bart! Still preparing for it, hopefully sometime this winter we'll manage.
        Gotta say that the first plug on BN related to the project (quite a while ago) really changed my life, as I found a great  team mate / friend :) So I'm always excited about plugs on big websites.

  2. Yesterday I got unexpectedly fired just for christmas after twelve years working by Promac ( Netherlands)
    So I have plenty of time now to blender..

  3. I will be working on the ''Banana'' project.
    ''Banana'' is the name of a project that is being created to produce Materials for BFCT, Teachers and Students Blender. ''Banana'' is a joint venture of individuals, and is not an oficial Blender Foundation project. The discussions already started in the IRC #blendereducation channel and will extend to january 23. Then, in February 09, the project will start. More informations will be posted here, in the BlenderNation site.

  4. I'm working on a Rezzable project involving animating a character, exporting to Unity 3d, merging facial and skeletal animation in a live 3d scene using procedural math, and tying them to a web interface so that javascript can trigger different responses from the character.

    Happy holidays for all.  

  5. Daryl Van Humbeck on

    I'll probably try doing a bit more on my Codename: Hunter fan art. Unfortunately, I'm having problems with the sword's hilt...

  6. Tomorrow I switch the computer of.

    I have a fridge full of food to cook for xmas day. I also have some beer. I have several blurays I have not watched.

    I intend to eat, drink and chill out with a few friends.

    Have a good one, everyone :)

  7. Happy Holidays to All
    I'm going to celebrate my own birthday tomorrow :)
    And then will back to work with my FX-Blend library of sounds which, I hope, will be useful for Blender users.

  8. My family's Christmas promises to be somewhat low-key... for once. I'm off from school both this past week and next week, so I have lots of time for Blender (and my flash lamp.)

  9. Whatever your endeavor (or lack of one) I hope everyone has a safe and happy holiday season.
    Myself, once the kids are asleep, I'll sneak back on the computer and try for the third time now, to get a series of shorts ideas that I've been working on started again. I keep getting stymied by the inequality between my skills and my imagination.

  10. I'm working on a professional modelling project which has been taking all my computer time; as a result I have been continuing to use Blender 2.49b because I can't afford to add the learning curve for later versions to my schedule until I have finished.  Sadly I'm not allowed to show that project, but I have attached some images of another project I will be resuming once the paying project is done.  This too is very unfinished and lacks detail, but the basics are down.

  11. I've just finished working on a new video tutorial about how to make a realistic sky and sunlight and shadows in Cycles,using compositing techniques,here's the link (also have posted it for publishing here,at BlenderNation)

    https://www.youtube.com/watch?v=BaJp-RfcElw&feature=channel_video_title

    and,also,I just finished working on an artistic dreamscape dedicated to my beloved Queen of my heart,here's the Flickr  link >

    http://www.flickr.com/photos/57542197@N04/6559252403/in/photostream

    Happy Holiday to everybody from the bottom of my heart! Peter

  12. What would be the best way to model (not texture) fine cracks? lets say I got a jet (like the above image) and I want to add some metal panels to it (since most planes/jets have them). what would be the best method? a bunch of grid planes shrink-wrapped to a solid/smooth jet, pieced together like a game of tetris? how big would the seam be do you think? I can't imagine it being bigger than a mm or 2... 

    • Whoops, forgot to finish :D

      Or would it be better to model according to the panels positions (so all verts/edges align) and then extrude a bit (depending on material thickness).

      • I would suggest that you first ("A" or  "A" twice) select all the faces
        of the part you want to add the fine crackles to (let's say the wing...)
        ,(Shift+D) duplicate them,(S) scale (preferably relative to the cursor
        ("." just before scale) ,positioned somewhere at the  "mounting point"
        of the wing) or (Alt+S) normal scale them just a tiny bit,then you can >

        A) Create some arbitrary "panels" by selecting and deleting most of the
        duplicated faces and keeping only some of them as panels.Should some of
        the panels to be resized,it would be wise to re-size them BEFORE
        deleting the duplicated faces and using the EDGE SLIDE tool (instead of
        the Move Tool) so that the initial shape and curvature remains intact
        (it matches the shape of the "non panel" surfaces underneath).

        B)You could also CUT (using either the Knife or the Edgeloop Tools) some
        faces,then SLIDE (using the EdgeSlide Tool) some of the newly created
        edges so that you create some "crackle" like edge loops (let's say along
        the profile of the wing) ,then (Ctrl+R) add some ADDITIONAL LOOPCUTS
        and SLIDE them so that they're positioned very close (juts a hair away)
        to those initial loopcuts.Then,(Alt+RMB) select the FACE LOOPS IN
        BETWEEN THOSE EDGELOOPS and ("E") EXTRUDE them along the direction of
        their Normals just a tiny bit.This should give the "crackle" like look
        you are looking for

             Alternatively,you could (Alt +RMB (right mouse button)) select an
        edgeloop and ("V") use the EdgeRip tool to tear those edges apart then
        you select ("Alt+RMB+ Shift +Alt +RMB) the too "parallel edgeloops
        (created after tearing apart the initial edgeloop) and either( "Ctrl+F
        > Fill") FILL them with faces or ("W>LoopTools>Bridge) Bridge
        them with faces.You can then ("E") Extrude those faces along the Normals
        as described before.

           Also,bear in mind,that,since those mechanical parts won't become
        "bent" of some sort,or otherwise deformed,you have the additional option
        to make  some arbitrary cuts IN PAIRS with their edges very close
        together (and parallel ) to each other and by ("E") extruding the faces
        between them,to have your crackles.

          In that case there where you needed to add a SubdivisionSurfaces
        modifier,for smoothing the surfaces out,consider,also,to add some
        additional edgeloops,on both sides of the "crackles" (and /or "Shift+E"
        crease the edges ) so that you have the sharp edges you are probably
        looking for.

        Again,topology here is not THAT important since no significant deformation will occur ,for those mechanical parts.

        Hope this helped somewhat ,Happy Holidays! Peter

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