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155 comments found!
Yes, congratulations, Robyn.
That was a great interview, and I loved finding out you are a post-op recovery nurse. You are one multi-talented woman, keep on creating my friend.
Thread: Human readable script wanted, for blender. | Forum: Blender
Interesting concept, if I am deciphering your posts correctly...
Not sure if English is your first language, and possibly your thoughts on this are not translating well.
From what I think I understand, you would like an interactive tutorial that is user participated, script driven (where script waits for user input/completion of task, then moves onto next part in tut). Does this sound about right what you are looking for?
If yes; No, I haven't seen such a scripted tutorial for Blender yet (although, DAZ Studio has a scripted user driven tutorial for rendering/learning their software).
I believe it could be done (not by me, though. My coding skills aren't strong enough for what would be needed), and I have no idea what it might cost (or time involved). You might get lucky, and some coder might see this as a viable Market Place product, or code one in spare time as volunteer work/freebie, as you are suggesting.
Definitely interesting concept. Good luck, I hope someone helps you with your vision.
Thread: Blender Beginner Tutorial: Create a Lightsaber | Forum: Blender
Thread: Blender Beginner Tutorial: Create a Lightsaber | Forum: Blender
Okay, here is an organic Sub-D example which utilizes the technique in key areas needing edge control as primer for my displacement work...
Thread: Blender Beginner Tutorial: Create a Lightsaber | Forum: Blender
Here is an example of a hard surface mesh I created with the mech-bevel technique. It is a polygonal mesh final, not a sub-d mesh.
Take note of the edging in the organic wood (matching the real-world counterpart), and the grips. Then look at the corresponding wires in those areas. Even the organic parts contain control loops (only where necessary).
-Right click to view at full size...
Thread: Blender Beginner Tutorial: Create a Lightsaber | Forum: Blender
Lobo, I respectfully disagree [edited] (with first sentence only). I agree with the rest of your post (sorry, I did not read fully, was in a hurry). Definitely watch LuxXeons tutorials to help with Blender learning. [edited]
While I wholeheartedly agree that there are many avenues to reach the same conclusions in modeling, and the tutorial shows one I have been employing for years. But, the author is performing that particular technique incorrectly, and worse yet, he is directing this towards beginners who might not know any better.
Like I said before, you can get away with it, but it is just not good practice, and possibilities for future issues with mesh may arise. I'm not the creator of the technique, or the know-all, end-all master of the technique, but I am a big proponent of it who has been using the technique for several years in mesh modeling.
So, in layman's terms; Yes, use the CTRL + R (Edge loop-n-slide), but do not send your control/support loops all the way to 100% (1.0). Depending on how "razor edge" you need your edges, generally you will go 50% to 90% on your edge sliding. Going from 90% - 99% only when absolutely necessary (sword edge, razor blade, etc.).
Someone said it best at this Blender_StackExchange page ("There are almost no razor sharp edges in nature") located here : http://blender.stackexchange.com/questions/247/how-can-i-make-sharp-geometric-3d-models-look-more-realistic
There is a lot of good info related to hard surface modeling on that page.
Here is a good example that was part of the material that I learned years ago on the mech-beveling technique. It is from the Wings3D community where I cut my teeth modeling since 2001 by one of the more prolific users there. It's not a tutorial, but can be more thought of as a primer. Find it here : http://www.wings3d.com/paulthepuzzles/spoiler.html
And here is a beginners Maya tutorial on the mech-bevel/hard surface technique. Ignore the actual Maya tool selections (though, they do have counterparts in Blender), and focus on the technique he is teaching and the whys of the technique. Look at the differences between the three cubes in the beginning of the tut, and then pay attention to the loop-cut/slides to create the control/support loops around the 7:15 minute mark. The tut is here : https://www.youtube.com/watch?v=554L6ycWPo8
Thread: Blender Beginner Tutorial: Create a Lightsaber | Forum: Blender
Hope all is well with you Lobo. Thanks for the heads-up/link to the tut.
But...
That tutorial is horrible. I had to turn it off when he couldn't figure out why he was getting artifacting on his power-box. That tut is a how not to Mech-bevel model a non-organic mesh model. He could have substituted setting all hard edges for his compounding coincident vertices/edges that wreak havoc on facets, UV-mapping, and any future morph work (if needed/desired). Especially if only to be used within Blender, and not exported to other software.
As a mech-bevel polygonal modeler for years it made me cringe every time he introduced another full edge loop at coincident 0,0 on top of an already coincident edge loop, even when only needing a localized loop. For mech-bevel (hard-edges defined by "support" loops) modeling, one only has to go within a tolerance of main loop for complete hardness without introducing coincident edge loops. I usually work within 20 - 1% (0.80 - 0.99) depending on the size of the mesh within the default world space from grid center. Default average usually being 10% (0.90).
For straight polygonal meshing, the tolerance is tighter. For Sub-D meshing, looser, due to iterations closing the gaps on main loops.
If you are a beginner modeler, take heed with his technique. Other than that, he demonstrates things well, has nice pacing, and shows a couple of good shortcuts for selections.
Take care all...
Ken
Thread: Poser 11 Sneak Peek | Forum: Poser - OFFICIAL
I have been following this thread waiting for more reveals, but it seems nothing else to wet the appetite is forthcoming yet...
Nerd3D/Charles:
If you are still watching this thread, I am looking forward to more reveals. But, in the meantime, I hope it isn't wrong of me to post a wish I have for one of your reveals to be; I am hoping you guys finally licensed the other half of the Stitch cloth suite module, and are going to give us "GarmentMaker" ability with the Cloth Room, or are working on your own incorporated module to add full functionality for creators.
I'm fine with Poser Pro 2014, and plan on using it for the next several years without update, but if you guys include that little piece of the 3D puzzle into the mix, I will be upgrading most definitely.
Thread: A tutorial: Place multiple Objects on another | Forum: Blender
Cool tutorial, Cybermonk. mmm... doughnut...
I always wanted to try something like this. Plus, you've given me some ideas for future projects where I can employ this technique, and change the instances to real items. I usually go with the multi-duplicate meshes way. This will be much more efficient.
What was the hiccup in the icing selection?
Was it because you decided to turn down the weights to zero, and then paint in only a line of weight-mapping?
Did this hinder going back to 100% full weights on the vertex group, and did you undo your weight painting first?
Nonetheless, thank you for the tutorial.
Thread: Need a uvmapping in blender for dummies tutorial. | Forum: Blender
This is just an update to my post above.
With Blender, one can learn new things everyday...
I'm just an intermediate user, and I only use Blender to create content for Poser/DS with a little NPR rendering here and there, but I barely touch probably 20-30% of the tools and functionality within. I just learned that Blender does indeed have the ABF/LSCM UV switching that I wished was available in my previous post. I found it by accident when I pressed F6 testing some UV functions, and it never occurred to me that it would be a conditional parameter (forefront unexposed) in the tools parameter settings window underneath the tool-bars (which I never keep open) that is linked with Function 6/F6 pop-up parameters (which I do use consistently).
Just thought I would let others know, in case there is anyone else out there that would like to know this information as well. I find it odd that after viewing tens of dozens of UV tutorials for Blender out there over the years, I have not come across one author who shows this, or even talks about either of the algorithms. If anyone has seen a tutorial showing this (text, or video), please share a link, so I, and others, may view it (thank you, in advanced).
ABF is the "Angle Based" parameter, and LSCM is defined by "Conformal". Also, Blender does default to ABF as I had previously suspected.
Thread: Need a uvmapping in blender for dummies tutorial. | Forum: Blender
I agree with Lobo, and Cybermonk about that being a good UV tutorial, but overall I find it annoying for several reasons for it to be a UV tutorial. You will learn the basics needed to work with UV's in Blender, though.
RedPhantom, I UV map in both programs, and use both as a check/balance system since they both utilize the same UV coding (Roadkill was developed from early Blender UV codes derived from the Inria white-papers). Both utilize LSCM (Least Squares Conformal Map[ping] - 2002), and ABF++ (Angle Based Flattening; advanced parameterizations- 2005). Although, Blender does not allow you to switch between the two like Roadkill does (I wish this was added in Blender), and I believe Blender defaults to ABF++, but I am unsure (my testing results in inconclusive data, but Blender's stretch viewing seems to favor ABF). Regardless, some items UV mapped in Blender yield lower stretching rates, while other meshes mapped in Roadkill are the better flattening results.
Yeah, I don't just create 3D, I study 3D... but, I digest... umm... I mean, digress... Yeah, that's the ticket...
Anyways... I think you should cross-test your mapping in Roadkill since you are familiar with it. Use both algorithm switches, and compare with Blender original. Most likely LSCM will be the closer match to Blender's, and sometimes the flattening will be better in RK, which you will want to save that as a final map.
Okay, I am assuming you are proficient with RK, and know edit mode utilizes "C" for cut seams and "W" for weld seams, which work dynamically on the mesh. Why do I bring this up? Well, I'm glad you asked...
For you, who are used to working in RK, there is a more comprehensive work-flow in Blender for UV mapping that is parallel to RK (a coder added RK's dynamic syncing a few years back). It is called "Live" UV unwrap, and will allow you to work in Blender how you work in Roadkill (but you're in Blender... Yay!).
Here is a tutorial that will show you how to employ the "live" dynamic UV mapping in Blender: https://vimeo.com/21943368
I hope this helps.
*Edited to fix link...
Thread: Tutorial: Model A Ported Cube For Render Or 3D Print | Forum: Blender
Hey, LuxXeon...
Haven't had a chance to come back sooner, but wanted to say thank you.
The ground is a default DAZ Studio shader named Flagstone. I think the displacement is a little weak, and yields artifacting in my eyes. I don't believe the displacement map is 16-bit, or any Gaussian smoothing utilized, so it appears to result in some stair-stepping. I still like it though.
I also created the mesh in Wings3D. That was a fun little romp to see how to work out the shape with the winged-edge limitations. I think someone mentioned a tutorial for it, but I just made a go of it myself. Took two tries. First was wrong approach, but second was easy.
Also, looks like you created a new tut to try in Blender. I will have a go at it when I get another spare moment. Keep up the great work!
Thread: I would like to welcome aboard LuxXeon as Coordinator to our forum | Forum: Blender
Congratulations on the position, LuxXeon.
Yeah, I agree; There are multitudes of sites that cater to Blender learning, and are mostly Bender-specific, or geared towards Blender only uses/users.
I would like to see Rendo's Blender Forum include more exposure to work-flows which yield usage results in Poser/DAZ Studio such as content creation designed for those software, and tips-n-tricks to help those working with Blender in tandem with either one (or both).
I know this is not a 100% given, but I believe the majority of Blender users on Rendo's Forums are probably a dedicated user to one, or both of the above software. Personally, I use both, and my Blender involvement has always been utilized to enhance my usage in both programs.
Also, I hope your plans will help drive up more participation here in the Blender Forum. I will try to participate more, and look forward to what you have in store.
Thread: Tutorial: Model A Ported Cube For Render Or 3D Print | Forum: Blender
Another great tutorial, LuxXeon.
It was a fun exercise to execute in Hexagon. I wanted to see how to handle modeling this in Hex with all it's shortcomings, and I was doing it from memory (after two viewings on two separate occasions).
Please excuse the poor DS3 render (not my strong suit - even used Uber2 at highest render settings), I know it sucks, but just wanted to show the completed mesh.
Thread: Tutorial: Model A Trefoil Star Pendant In Blender 2.75 | Forum: Blender
I don't log in often, but just wanted to say that was a great tutorial, LuxXeon. Your pacing, explanations, and attention to detail was terrific. No wasted airtime for a nearly twenty minute video which was very refreshing (some videos are long in length, but short on procedure - five minutes worth of technique dragged on for 20, 30, or even 45 minutes - not yours, of course).
As an intermediate Blender user, I learned a few new tricks, and you reminded me of a couple of things I forgot I should be using in my work-flow.
One suggestion, though, for future tutorials you might want to consider; A newbie following along my not be adept in all the shortcut keys, and might find it difficult to follow along when they see you do something, but not know what you pressed to accomplish it (Alt + M comes to mind for the vertex welds). If you turned on the Screencast addon (external addon as of 2.72) it might help those following along to learn those keys (if not already known) as well.
Thank you, for createing a great tutorial. Looking forward to the next one.
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Thread: One of our own selected to be Artist Spotlight on Renderosity Magazine! | Forum: Blender