![](templates/drizz/images/forum_logo_5.gif) |
|
![This topic is locked: you cannot edit posts or make replies.](templates/drizz/images/lang_english/reply-locked.gif) |
View previous topic :: View next topic |
Author |
Topic : "The 3d thread" |
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Sun Dec 12, 2010 3:53 am |
|
![](templates/drizz/images/hrline.gif) |
Quintus Dias wrote: |
better work with the latest beta though. I currently use the official 2.54 beta, been thinking about som latest builds because the obj exporter doesn't work in this version. |
(Belated) thanks for the heads up. Thought the obj import/export might be fixed in 2.55 beta (just installed it)
but nope - back to 2.49, yet again.
Quintus Dias wrote: |
But one looses detail and then you have to subdivide further into the model process. I am starting to think that the pro's with multiresolution is that you can have a rich detailed mesh over a low poly mesh. Hence lower resources used if you gonna texture paint and such. |
By "texture paint" I guess u mean "vertex paint" (Blender), which is what I'm aiming for (experimented a bit already) - can't imagine marking seams, etc. just to get texture onto a model. Would rather paint directly on the model anyhow
(just my nature).
Not sure why a high poly count is needed for vertex paint when an imported texture will fit on a single, undivided face...
or maybe I missed something (maybe large, flat areas must be subdivided before imported texture is applied?)...
Anatomy study and posing experiment (Sculptris model chopped into bits)...
![](https://lh5.ggpht.com/_a_kJ_6zf7Qk/TQSycKboFCI/AAAAAAAABtc/VKKf6jwNvSU/s800/01.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Sun Dec 12, 2010 10:33 am |
|
![](templates/drizz/images/hrline.gif) |
durgl, there's different ways of unwrapping, try unwrap then smart project without marking seams. Works pretty good for high poly stuff and then you can texture paint on it once you have added a new image in the uv image preferences.
I really like that anatomy study, you are very good.
Agree with you about the unwrap system, you know a back and front sometimes becomes different when you unwrap, it's like distorted which pisses me off with Blender. Apparently it counts from a vertex which is closest to the mark....hmm...
Messed around with particle settings, particle rain and some gravity settings but I ended up just with regular gravity.
Hmm I should try this for a logo perhaps....
Edit, lol I added it as a logo on my site. haha ok nevermind.
![](http://i55.tinypic.com/34nr047.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Dec 13, 2010 5:29 am |
|
![](templates/drizz/images/hrline.gif) |
QD, thanks, I'm still an amateur compared to where I want to be (or is that always true of everyone, hehe).
I really like the Pattern9, Pattern8, etc. images on your site. Used to do that with photos (make a kaleidoscope-like image, then fiddle with lighting, etc.). Like a Rorschach ink blot, lots of 'exotic' things to see (faces, architecture, etc. - "embedded objects" is the technical term, I guess). Um, I don't know what the "particle" stuff is but, ditto (enthralling).
And the horse... I first thought "buckskin" (the colouring) and meant to check. Used to have a horse and wanted to know everything about horses - guess I'm not as rusty as I thought.
Still pushing the current model/project (will wrestle Blender later; by then maybe there'll be no reason to wrestle [grin]); thanks for the notes, though (always good for future reference). Got the hands done; no creases (if I start I'll never stop). Guess I'm building a bank of components that can be arranged, welded together, and tweaked at the seams...
![](https://lh5.ggpht.com/_a_kJ_6zf7Qk/TQYtGZ2tnlI/AAAAAAAABt8/G3n7MmQXmjg/s800/01.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Mon Dec 13, 2010 11:53 am |
|
![](templates/drizz/images/hrline.gif) |
durgldeep, appreciate that you like the patterns thank you. , started years ago when I experimented with speed paintings, here in Sijun actually.
Thought some good could come out of it and now I am saving some of them to use as textures for cloth for 3d or wherever they would fit... Feel free to save some and use them if you want.
Gonna work on the quality on the next patterns that I will add, perhaps need to make them bigger when I create them.
True with pushing the skills, I don't stress it these days though.
And with 3d there's some many directions to go aswell.
durgl, I really like the anatomy study that you are doing, wonderful. You gonna use him for your project?
btw buckskin, do they have black hair? Not sure if one can have a white horse with dark hair?.... looks more attractive to me though... lol haha I suck.
![](http://i52.tinypic.com/1zbbgo9.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Mon Dec 13, 2010 2:24 pm |
|
![](templates/drizz/images/hrline.gif) |
lol quite addicting, tried more composite with this one.
![](http://i53.tinypic.com/nwy9dt.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Dec 13, 2010 8:19 pm |
|
![](templates/drizz/images/hrline.gif) |
Quintus Dias wrote: |
btw buckskin, do they have black hair? Not sure if one can have a white horse with dark hair?.... looks more attractive to me though... |
Looked up buckskin (re my first guess):
http://en.wikipedia.org/wiki/Buckskin_%28horse%29
Seems buckskin is "black points" only - so yeah, black hair/mane (and 'boots').
Interesting re white horse with dark hair - exactly what I was wondering, uh, a year ago (dug this out of the archive), hehe.
Google says: grey (Arabian) with black mane is possible... but no sign of a proper white horse with a black mane. Hmmmm... ![Smile](images/smiles/icon_smile.gif)
Last edited by durgldeep on Tue Dec 14, 2010 8:57 am; edited 2 times in total |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Dec 13, 2010 11:45 pm |
|
![](templates/drizz/images/hrline.gif) |
Edit: Just tested vertex paint on a small, very high poly model. The sharpness I want isn't possible so hand-painting models is a dead end. No biggie - good to know before going much farther.
Quintus Dias wrote: |
durgldeep, appreciate that you like the patterns thank you. , started years ago when I experimented with speed paintings, here in Sijun actually.
Thought some good could come out of it and now I am saving some of them to use as textures for cloth for 3d or wherever they would fit... Feel free to save some and use them if you want.
Gonna work on the quality on the next patterns that I will add, perhaps need to make them bigger when I create them. |
Thanks - I think it's cool that you're offering free stuff at your site (I was doing similar, until blogging made web publishing kinda redundant). Am realizing I haven't thought about (premade) textures for a very long time - completely forgot about this stuff (see below).
I like how the "particle" images suggest cities or huge warehouses (graveyards, even) but kinda metaphysical too, like the guts of a strange engine or machine (like a motherboard in grand scale) - no clue how it's done but I like.
![](https://lh4.ggpht.com/_a_kJ_6zf7Qk/TQchy7MNheI/AAAAAAAABuc/6AubdA2MB4Q/s800/02.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Tue Dec 14, 2010 6:35 am |
|
![](templates/drizz/images/hrline.gif) |
durgl, Sweet kaleidoscope picture, looks pretty cool. I have seen some of those tutorials before, I never found vertex paint to be any good though. You know you can get detail with texture paint, I think it is probably important to unwrap when you have the model at a low poly though and then texture paint the low resolution to subdivide and add levels after that.
I have made some mistakes with the horse actually, hopfeully I will learn for the next model lol.
Got problems with overlapping texture, mostly because I smart project on a high poly perhaps.... hmm.
Aha so that's buckskin. I looked up info about white horses, most of them are grey and the white ones are very rare as I understand. The white ones are reddish white, guess I will call my 3d horse a grey with buck skin mane haha. Oh maan I bend the rules always, seems to be the standard eventhough I try not to. Ah well.
Don't you texture paint in Sculptris? I Found out that sculptris texture paint was awesome, I however didn't wanna rely on two different softwares. And.... they handle triangles differently when you import into blender.
Btw about triangles, I told you previously one time that it didn't had support. Blender and triangles.... there seems to be support but I am afraid I get different info from different people. All in all quads are more safe to model with in Blender, I would rather have the ability to divide a edge without affecting other areas, in Blender it divides the other close edges too which makes it uneffective.
Nice horse btw, you draw those in photoshop?
![](http://i53.tinypic.com/2qid1ch.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Tue Dec 14, 2010 8:33 am |
|
![](templates/drizz/images/hrline.gif) |
QD, to me the horse looks spot-on for a buckskin (and research confirms it, hehe).
The other one (white with black mane)... I might include it in the Patel Grand story anyhow (that's what the drawing was done for); it is an alien planet, after all. Oh: the drawing is vectors (done in Inkscape).
Thanks for the notes on triangles... One thing that put me off working with quads - something that stumped me earlier - was how to increase the number of quads (for things like ears) without using triangles. I just figured out how to do that (while watching the videos).
That started me fiddling with 2.55 beta... very slow work, but a little bit of progress (below; crummy screen capture). Too slow, so I tried obj import again, this time it worked (maybe tomorrow it'll stop working again, lol).
Will be faster to rough the figure in sculptris (I have no prob with multiple programs), import, convert "tris to quads", and sort from there, I think. We'll see (think I've mentioned this before; maybe this time I'll actually do it).
Unfortunately sculptris vertex paint doesn't work for me. Not sure if it's this machine or what (Win7) - tried reinstalling sculptris, etc. Just doesn't work. On the other hand, the newer version of Blender is a lot easier to use (though still kinda boobytrapped, lol).
![](https://lh5.ggpht.com/_a_kJ_6zf7Qk/TQeWvbqkyRI/AAAAAAAABuw/QqM2XI3VowU/s800/03.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Tue Dec 14, 2010 8:54 am |
|
![](templates/drizz/images/hrline.gif) |
durgldeep- Agreed about the quads, it is a different kind of thinking when making detail. Hmm hope I will get my hand around it.
I had to try this with low poly then high poly over, this way you unwrap the low poly which in this case was a box. ...then you can paint on the high poly freehand, in multiresolution you just lower the preview which makes it smoothly when painting.
Pretty neat, gotta try this more.
Ok gotta go out in the snow now, you know we have -10 celsius here now. Has been for a week I think. 60 cm of snow. Talk about snowed in.... lol.
You have snow?
I also use the 2.55 beta, feels more unstable than the 2.54 beta, very strange. I think they messed up the 64 bit or something. Got some topol errors. hmm...
Do you also have 64 bit?
![](http://i52.tinypic.com/333v0he.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Tue Dec 14, 2010 10:02 pm |
|
![](templates/drizz/images/hrline.gif) |
QD, yes, we have snow (shhhhh)... Soon as I yell *we got snow* the temp will spike and it'll melt, right? lol
I do have 64 bit but downloaded 32 (don't know how much difference it really makes...? am clueless re tech stuff). 2.55b seems unstable, for sure. Twice, the menu/interface (all text and buttons) disappeared completely and three times it crashed when closing the program.
Again, will go with what works. Gimmie a blackened stick and a stone slab, I'm okay with that too.
----------------------------------
Edit:
knew I'd find a sculptris/blender vid sooner or later (below). Not the process I would use (to combine parts) but anyhoo... good seeing someone else's work/method.
Human modeling Part 12
(Using blender to combine two meshes)
http://www.youtube.com/watch?v=JZDUeQXa1t0
Finished model is pretty damn good:
Human modeling Part 16
http://www.youtube.com/watch?v=7o2KbtPdm_U
----------------------------------
Edit too:
Couple more from the same artist (- horsie!):
Modeling a horse Part 4
http://www.youtube.com/watch?v=IKX_wAixTGc
And combining parts, again:
Modeling Rale the Otter part 4
http://www.youtube.com/watch?v=BENtCyIRYWY
----------------------------------
Edit three:
Some top notch work/demos (inspiring):
Zbrush [Edit: fixed broken link]
http://www.youtube.com/watch?v=gyu4amqR2b8
Character modelling and texturing demo reel
http://www.youtube.com/watch?v=O9iMZfwfHoE
Armored (knight/horse; animation)
http://www.youtube.com/watch?v=XpPAiLfm3u0
Last edited by durgldeep on Fri Dec 17, 2010 5:41 am; edited 1 time in total |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Thu Dec 16, 2010 1:29 pm |
|
![](templates/drizz/images/hrline.gif) |
Edit: wow, just discovered (in sculptris) u can work on two meshes simultaneously; Ctrl+Shift and click the second mesh. Cool, no more manual overlap/alignment.
-----------------------------
Needs more work (later).
![](https://lh6.ggpht.com/_a_kJ_6zf7Qk/TQqHgKdn0mI/AAAAAAAABvE/QckPGv-d1Xo/s800/01.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Fri Dec 17, 2010 7:20 am |
|
![](templates/drizz/images/hrline.gif) |
Quintus Dias wrote: |
I had to try this with low poly then high poly over, this way you unwrap the low poly which in this case was a box. ...then you can paint on the high poly freehand, in multiresolution you just lower the preview which makes it smoothly when painting.
Pretty neat, gotta try this more. |
QD, I think I'm starting to understand (yes, I'm slowwwwww [sigh]). First re sculpting: looking at the meshes in the "Zbrush" video (link above)... apparently using two meshes is standard practice [Edit: wrong!] (how else could the base mesh be so simple and the finished model so detailed).
Edit: woops, not so simple as that; just stumbled onto "normal mapping" (back to "normals", as mentioned earler):
http://en.wikipedia.org/wiki/Normal_mapping
Re colour/texture paint: still not sure how painting/projecting high detail through a low poly mesh [wrong again!] is possible (precise placement - of a crease, for example - would be hit-and-miss?). Likely I should try it first, before asking questions, hehe.
Re blender stability, lol@ this comment (re "Ptex support"), "Excellent! Blender just keeps on getting better and better! Features are growing faster than Blender�s stability "
http://www.blendernation.com/2010/08/21/ptex-support-being-added-to-blender/
And re "I love Roman stuff" (previous page), I thought of using Roman designs as a base for one of the cultures in my story (separate thread). Thought Roman stuff might be stale by now ('done to death') but might be a good place to start...
--------------------------------
Edit: after a bit more digging, discovered why I enjoy drawing 2D vectors (see spline) - now 3D too.
Nurbs
http://en.wikipedia.org/wiki/Nurbs
B-spline
http://en.wikipedia.org/wiki/B-spline
Spline
http://en.wikipedia.org/wiki/Spline_%28mathematics%29
Flat spline
http://en.wikipedia.org/wiki/Flat_spline
Last edited by durgldeep on Sat Dec 18, 2010 4:49 am; edited 1 time in total |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Sat Dec 18, 2010 2:11 am |
|
![](templates/drizz/images/hrline.gif) |
durgl, wow the anatomy is really good, love the feet.
Yea you know, you can't never go wrong with Roman, might be the design of it; the pillars and props.
I am looking into better topology at the moment, making experiments as I go along. I think there's different topology when there comes to technical modeling and organic modeling. Thus I always have problem with clothing and making secondary meshes and still make the base mesh to work. Hmm.
My horse became a disaster, I might still use it for a illustration I have in mind.... I think I might start to make models in sections, they usually model cars like that to have control of the section.
Hmm Need focus on my illustration on my site, the idea is to activate all the different sections so I can start to promote the site. lol, probably need years for that haha.
You know, the best idea to get detail is probably to unwrap and mark seams and then paint it in Gimp, that way you can get a lot of detail in the texture. I miss old tools like the one that used to be in old versions of 3d studio max, texporter.... u remember?
I used to mess around with stuff like that back in the late 90s...
However the tools in Blender are pretty good, difference is that one has to work harder to achieve good things. The texture thing has been killing me for a long time, especially the distortion when you unwrap. That makes me pull my hair Lmao.
Btw You can download the Bowl1 on my site if you want, and then look at what I did with the unwrap.... Hopefully the model works, haven't tried it in another app. Haven't got any feedback either regarding the models. Hard to trust the beta versions sometimes, especially when the 2.54 beta had a broken exporter.....
sweet the weekend is on, here's a composite test that I made, mostly testing for now. Oh my oh my, my posts are getting out of hand, too much texting.
![](http://i56.tinypic.com/6gdhmh.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Sat Dec 18, 2010 9:49 pm |
|
![](templates/drizz/images/hrline.gif) |
QD, thanks.
Interesting composite test (as always). Still no idea how it's done - and likely guessing is not a good idea, hehe.
Re topology, for organic shapes (such as clothing) would it be easier to build the secondary model first? Then build the low poly beneath it? Or am I missing something obvious again (as I have several times already).
Re 3D studio max, I've never tried that one. I think I finished two (beginner) tutorials in GMax (before running away screaming, hehe); that was a couple years ago. This thread is about the only sustained effort I've made in 3D...
Re unwrapping and texture paint, I think I'll get there eventually (as mentioned). Currently I'm having too much 'fun' in sculptris... also I'm learning about blender (and misc 3D stuff) without even trying. Inching along, yep.
Re Roman stuff - I learned that horses can have a "Roman nose", lol. Not gonna try one just yet but have gone a bit nuts about horses, suddenly (and again) - see what your horse did, QD?
http://en.wikipedia.org/wiki/Equine_conformation
The learning curve was steep (ouch), and this is only a first pass (lots of detail still missing, obviously):
![](https://lh4.ggpht.com/_a_kJ_6zf7Qk/TQ2cHHwmdiI/AAAAAAAABvc/c-8jxLi3HkU/s800/01.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Sun Dec 19, 2010 5:51 am |
|
![](templates/drizz/images/hrline.gif) |
durgl, thank you. the same back at you, that horse is really something.
Regarding clothes, hmm back in the day you used to model the clothes as a base mesh unless you needed something to be displayed beneath. Hmm not sure as the best approach, I have got stuck at some levels now I believe and it takes time to dig deeper into it.
....Pose armature (bones) have been taking up my time recently, weight painting feels primitive when there's high poly involved.
...Then again, I might be doing something wrong haha.
Haven't heard of a roman nose before, lol there's always something new to learn.
I Love that link btw, must say that I prefer arabian style on a horse. Then with mixing in elements, which to me are graceful. It is rather strange though, I could have sworn I have seen paintings with dark mane and buck skin features on a white horse. Hmm;
Then again, arabian brown horses are actually like that too, very graceful heads on those.
More experimenting with composite and stuff.
![](http://i51.tinypic.com/mm5ulz.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Mon Dec 27, 2010 3:13 am |
|
![](templates/drizz/images/hrline.gif) |
I'm not gonna bump this thread anymore, guess one cannot blame us for trying though durgldeep.
![](http://i52.tinypic.com/155h0dy.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Dec 27, 2010 5:10 am |
|
![](templates/drizz/images/hrline.gif) |
Quintus Dias wrote: |
I'm not gonna bump this thread anymore, guess one cannot blame us for trying though durgldeep. |
[bursts into tears]
Hehe. What's that saying... "You can lead a horse to water but you can't
make him drink" (see how I worked horses into the conversation? [grin]).
"Try", oh dear... I don't try, I succeed! Er, we succeeded in moving
another inch (or was it a centimetre). Good enough for me.
Generally, I don't agree that popular is better. "Whoever has the most
hits/"friends"/members wins!" is kinda 2003, isn't it?
Finally started converting my clay sketch (below). Extruding one mesh
through another makes some interesting accidental shorelines,
islands, etc...
![](https://lh3.ggpht.com/_a_kJ_6zf7Qk/TRiFXZKZ93I/AAAAAAAABvw/1AxMOtnmXIE/s800/01.jpg) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Mon Dec 27, 2010 6:50 am |
|
![](templates/drizz/images/hrline.gif) |
To post or not to post is perhaps a deeper subject than what one think, I feel though that when we are posting here just the two of us we start to touch upon the shizophonic, no pun intended. .....I actually was the one who started this thread, have used different nicknames in here over the years.
However I feel we cannot force 3d down this forums throat when it is a 2d majority, my thoughts though so you are very welcome to keep posting in here.
You are very good no doubt about that so keep going, I hope to see some finished stuff from you in the future.
![](http://i55.tinypic.com/1zps6zm.jpg) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Dec 27, 2010 9:14 am |
|
![](templates/drizz/images/hrline.gif) |
QD, thanks!
Yeah, I remember seeing you around when I first joined Sijun and I've noticed the nick changes (Godzilla, etc.).
Re 2D majority, I think anyone is free to click on the clearly marked "3D" topic link, or not. Also, here's that quote from Sumaleth (cross post):
"Dhabih has been happy for us to cultivate a relaxed, easy-going community, rather than drive for market share or a particular purpose. It is whatever it is, and the people who visit seem to enjoy it for that."
http://forums.sijun.com/viewtopic.php?t=42876
Thanks for the invitation to keep posting here. Not sure if I'll continue in 3D or not. Whatever I do, it's all aimed at finishing the Patel Grand story. Learned lots here - thanks for that - will carry it home. ![Very Happy](images/smiles/icon_biggrin.gif) |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Fri Apr 15, 2011 11:30 am |
|
![](templates/drizz/images/hrline.gif) |
I downloaded it yesterday, it still felt a bit unstable.
Smoke is still complicated in the 2.57 ![Wink](images/smiles/icon_wink.gif) |
|
Back to top |
|
the-John-Doe junior member
Member # Joined: 24 Feb 2010 Posts: 28 Location: Germany, sachsony, LE
|
Posted: Mon Apr 18, 2011 12:41 am |
|
![](templates/drizz/images/hrline.gif) |
Hey guys,
did some of you took a closer look at the blenderversion?
It felt like almost evry 2.5x release was unstable or at least some spots where missing or not fully operable.. _________________ .. err but maybe its the other way around ..or maybe I lost it .. back then |
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Apr 18, 2011 2:43 am |
|
![](templates/drizz/images/hrline.gif) |
Quintus Dias wrote: |
Smoke is still complicated in the 2.57 ![Wink](images/smiles/icon_wink.gif) |
Showoff.
Bit of correction: "easy to use" might be misleading (to amateurs like me). The
interface hasn't changed much (at all?) since 2.5beta (last version I looked at).
Sorry if anyone downloaded and was disappointed.
the-John-Doe, I haven't got that far yet, sorry. ![Smile](images/smiles/icon_smile.gif) |
|
Back to top |
|
Quintus Dias member
Member # Joined: 11 Sep 2010 Posts: 387
|
Posted: Mon Apr 18, 2011 11:14 am |
|
![](templates/drizz/images/hrline.gif) |
durgl, lol. but for real, the smokes generator is un-necessary complicated.
the John Doe, some features are upgraded, some small things I noticed was texture selections and the node compositor which had updated features, those strings are easier to see now.
Overall 2.57 still feels unstable, might be that I am on windows 64bit......
Everytime I close the application I get some weird syntax... |
|
Back to top |
|
the-John-Doe junior member
Member # Joined: 24 Feb 2010 Posts: 28 Location: Germany, sachsony, LE
|
Posted: Sun Apr 24, 2011 10:04 am |
|
![](templates/drizz/images/hrline.gif) |
huhm-hm ok, thank you guys. I'm on Win7 64bits too (may also be a cause don't know) Everytime I'D like give it a try, hm mostly with some sofisticated tasks, Blender smacks me again .. and friend of mine (thats with the Blender programming community) comes with patches and codevariations and latest minireleases and so on
I wanna use the toolbox don't wanna spend time reprogramming it - just to open it or use one specific tool
Well .. some day .. lol _________________ .. err but maybe its the other way around ..or maybe I lost it .. back then |
|
Back to top |
|
balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
|
|
Back to top |
|
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
|
Posted: Mon Apr 25, 2011 3:58 pm |
|
![](templates/drizz/images/hrline.gif) |
balistic, I get "page not found" for all of those,
might just be me tho... [double check] |
|
Back to top |
|
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum
|
|
Powered by phpBB © 2005 phpBB Group
|