Personal blog of Elijs 'X2Eliah' Dima

Posts tagged “Blender

Blenderproject 2: some sort of dogfighter

Here’s the result of past two days of messing around. Abt 38k tris, no actual rigging yet (animations here are merely object moves on keyframes – I still have to find out how to do armatures and bone rigging). But, before rigging stuff etc, it should be time for texturing it. Which means, gotta start learning about texture baking etc. I suspect that will be “fun” >.>…

Render1_Mesh1_OrtoBottom

Underside. Four feet, four liftoff thrusters, two places to attach cargoboxes.

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Aaand here’s the first blender fail..

Spent the last two days fiddling around a shipdesign that supposedly would fit in the upcoming Star Citizen designstyle.. And, eh, this looks utterly rubbish. The concept is just not working out at all when moved to 3d, and the polycount is also stupidly-high compared to what you get shipwise; a lot of it was wasted on the ‘inside’ of the underslung pilot-space, which doesn’t contribute to looking well at all. Oh well. I think this is a point where I just have to realize it’s not working out, and move on – no need to waste time on something that doesn’t work, anyway.

Supposedly a 'exploration/normalflight mode'.

Supposedly a ‘exploration/normalflight mode’.

And this was supposed to be the combat layout - changed wing profile, engine cover.

And this was supposed to be the combat layout – changed wing profile, engine cover.

Time to go back to the drawing board.


Blenderproject1 – finished(ish)

Alright. After a downright streak of misery in rendering crashes and misconfigurations, I’ve finally gone through compositing & made a”final” image. Thus, Project finished.

Here it is. All presentable-like and all.

Here it is. All presentable-like and all, 1920×1200.

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BlenderProject update, May 23rd

Right. Materials have been made and applied! Big party time.

Thoughts on the material editor: it is very powerful, and complicated as hell. Also, it seems that it is very very easy to get a material that’s a shiney metal with high glossiness. Any other type of materials, that are not flat one-shades but don’t turn into silver-untensil-material, those are hard to make. And, of course, sometimes things just fall flat.

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BlenderProject update, May 22nd

I think the mesh is, on the whole, pretty much done. What’s next in line? Materials. I have to figure out what colours I want, then how to get them in blender, then the arduous task of mapping the materials to the spacecraft mesh. That may be… disturbingly timeconsuming. Not yet sure. First, however – must find some tutorials that actually explain material-working properly, so I have an idea what I’m doing. If we split the entire process of [nothing] -> [finished render], then there are three or four parts to it: Modelling, texturing/materialmapping, scene setup (camera angles, lighting, additional objects), and compositing (making stuff in the render look better. Basically, applying vfx). I’m done with stage 1 out of 4. YAY so far.

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Blenderproject update, May 21st

At this point, safe to say that mostly this model will have materials instead of textures.

Starting to get the feel of active falloff modifiers.. Still feels odd, and I’d like it if the faloff travelled through connections and took that distance as ‘range’ instead of pure distance between verts. Oh well.┬áRandom pictures of work progress below:

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Current BlenderProject, 20th May. ‘Solar clipper’

Right. Slowly finding time to make the next project that’s finally not by-the-book tutorial followthrough. Keeping with the space theme because that’s the kind of stuff I like. Right now, it’s two ‘big’ engine modules that will pull something via wires. That idea generally appeals to me, as usually spacecraft has a) engines at the back, and b) engines mounted on/at the main hull. I feel there’s room for differences there, so I’m making one.

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