Hello ! J'espère que vous allez bien !
Cette semaine je suis malade comme un chien mais hier j'ai réussi à bidouiller des petits trucs !
J'ai commencer une créa pour le #WAT (même si je suis pas inscrit) et j'ai fait une version détaillée de mon avatar :miffy:
Separated his shirt to a separate object, and started detailing the head.
I like Blender Sculpt Mode. I prefer certain tools over similar tools in ZBrush or 3D-Coat, such as Blender's Elastic Deform tool, making use of Kelvinlets for silky-smooth deformation.
Check out this short animation project that Rik and Beau recently cooked up at Blender Studio! Read up on how the artists put everything together, from sketching the 2D animation from scratch to designing the 3D set, on https://studio.blender.org/
Didn't get enough sleep to do coding, so I'm switching #gamedev hats and started working on some art using #blender3d, just to see how long it will take me. Here's a #sailing ship, a carrack to be precise, made in about 2 hours.
Edit: any feedback is very welcome!
I think this is starting to look passingly like a ship to the casual observer. There's more that can be done using texturing, but I don't think I'll let the camera get this close – I'd need to add all the rigging and on-deck greebles, not to mention actual sailors, to make it look nice up close. Ain't nobody got time for that! #gamedev#blender3d
Besides the amazing Quad Remesher, are there any alternative (paid or free) remeshing and/or retopology add-ons for Blender that you'd recommend? #blender3d
Today.... we're simplifying this ceiling light! This is about 33,000 polygons, but (being a ceiling light) you never stand close enough to really examine the detail.
By creating the vertical notches with a texture, I think I can re-create this with about 1,500 polys. My pre-textured shape is the grey clone above the original.
I just hope it casts similar light shadows (which are quite cool).
While I'm procrastinating baking the textures and transferring to Unity, here is the finish light fixture in #Blender3d! Left (with a questionable design with intersecting shades) is the original with over 100,000 polys for the 3 lights. My new version uses textures to create the vertical slatting and uses less than 4,000 polys in total plus... a bit more physics 😅
A quick box model this morning in #blender3d! Anyone recognise the shape?
It needs to be as low poly as possible (for #VR), and the circles do look a bit blocky. I was thinking of creating a high resolution version, baking the normals, and using these for the blocky version.
Is it cake? One of these has an actual mesh (I think on the right here), while the other is in truth a solid cylinder with a texture. The better results were from creating the texture myself, rather than baking it on. It doesn't look quite as good in the #VR scene in #unity3d as in #blender3d: the lighting doesn't work quite the same way, and you can tell it's a texture when you stand close-up. But it's also over a factor of 100 less polygons, which is needed for a big room design.
Got asked about a Jet Engine like rig that open one close depending if another bone is close, here a driver solution using the Distance Input Variable on #blender3D
Spent most of the day creating a highly pretty railing in #Blender3D that... is probably too poly-heavy for #VR!
May have to either intersperse the Solar System railings with plain ones (which might look quite good...) or perhaps try using an alpha texture, if I can create a normal map from the actual 3D model 🤔 (i.e. fake it with a picture)