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Topic : "The 3d thread" |
durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Tue Jun 19, 2012 7:52 am |
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Bit more about edges in Sculptris (been meaning to do this for a while): see
cube, below (26 triangles).
Turning off "Beautify..." gets rid of a lot of (but not all) 'elasticity' (which
otherwise works so well). Very sharp points and edges are possible via
grabbing/moving single vertexes.
More triangles aren't necessarily better (Sculptris developers obviously
disagree), especially when exporting to Blender (am just now learning this
myself). Er, less is more?
![](https://lh4.googleusercontent.com/-DZG27o9N4xU/T-CZ5IIbDnI/AAAAAAAADDQ/xTRO_pwDN7o/s800/037.jpg) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jun 20, 2012 9:53 am |
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Quick one (and learned a couple things):
![](https://lh4.googleusercontent.com/-5GMHINzBSuk/T-IMvJapNxI/AAAAAAAADEM/6IyNKt6ehDE/s800/039.jpg) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Wed Jun 20, 2012 11:37 am |
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durgldeep, wow you are really good, you sure have anatomy down in your bank, awesome. Page TEN yey!
the theme is going slow over at cgsociety, seems like I am the only one posting bathroom stuff lol. ..Hmm maybe a boring topic.
I added some stuff to the hand basin for fun, might add some more and finish the scene.....
+ bath tub, 15 minutes
+ mirror cabinet, 5 minutes
rather speedy objects, they don't stand for a close up shot.
On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever. If anyone of you understand the CPU to GPU settings I would appreciate some lessons.
![](http://www.umbus.com/wp-content/gallery/practise/practise4.jpg) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jun 20, 2012 11:38 pm |
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Thanks whom, long way to go yet - but I think I'm kidding myself (still) that I
have to master everything. John Seymour (again): "How much is enough?"
Blender is a 'high end'/professional program - but I'm not a professional, just a
Joe who wants to do a story.
whom wrote: |
On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever. |
That's a useful aside. Been wondering about render times for simple subjects.
Still haven't checked out Blender's 'gaming' interface; that might be more my
speed (something half way between SU and 'high end'?). Seems each new
discovery (see cube, above) is conspiring in that direction anyhow. ![Smile](images/smiles/icon_smile.gif) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Thu Jun 21, 2012 1:30 am |
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durgldeep wrote: |
Thanks whom, long way to go yet - but I think I'm kidding myself (still) that I
have to master everything. John Seymour (again): "How much is enough?"
Blender is a 'high end'/professional program - but I'm not a professional, just a
Joe who wants to do a story.
whom wrote: |
On the other hand btw the render took 2 hours, hah so much for cycles, damn samples takes forever. |
That's a useful aside. Been wondering about render times for simple subjects.
Still haven't checked out Blender's 'gaming' interface; that might be more my
speed (something half way between SU and 'high end'?). Seems each new
discovery (see cube, above) is conspiring in that direction anyhow. ![Smile](images/smiles/icon_smile.gif) |
Got some help regarding GPU rendering over at Cgsociety, apparently my graphics card doesn't have support for GPU rendering at this time. they talked about a MINgw build over at graphicall to cut render times into half. I feel I have started to focus more on modeling than to do fancy renders at the moment, better spent time on practise, well hopfeully lol.
You know about that Swedish guy who created Sculptris right? Got hired by pixologic some two years ago and hence no updates on Sculptris, might not be either. I wish there was support to pose objects in Sculptris.
I heard that there is in Zbrush....
Wish I could afford a copy.....
I talked about posing previously but I meant rigging the character so that you can animate it, that stuff messes with my head eventhough I have made half succesful stuff with it, well maybe.... |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Jun 21, 2012 5:41 am |
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whom wrote: |
You know about that Swedish guy who created Sculptris right? Got hired by pixologic some two years ago and hence no updates on Sculptris, might not be either. |
Yep, I have a vauge idea of the various stories behind each bit of software.
Apparently I wasn't far wrong re Sculptris acting as a promo for ZBrush:
"Pixologic is backing the package so we have to assume that they�re
offering it to get leads for selling full versions of ZBrush."
http://www.mrbluesummers.com/4249/3d-tutorials/sculptris-review
I haven't checked out ZBrush (likely lots of tutorials out there) but like
Blender apparently subdivision is or was an issue:
"Thats why i like [Sculptris] over zbrush, its like real sculpting, youre not
restricted and limited to subdivisions and you dont have to subdivide to
make tiny details."
http://www.zbrushcentral.com/showthread.php?90654-Ash-s-Sculptris-Sideshow-Alley
This (below) seems to be a decent intro to BMesh (if you can survive the
tedium of a blank screen intro). Also mentions the Knife tool which is
great for chainsawing imported SC meshes.
Blenders New BMesh Modeling System - Overview 01
http://www.youtube.com/watch?v=Vdx70AExNyg
Oh "rigging", okay. I'd like to try that (as mentioned). So far haven't found
any tutorials that I'd ask anyone to sit through, lol, but will add them here
if/when I do. ![Smile](images/smiles/icon_smile.gif) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jun 24, 2012 5:03 pm |
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Still taming Sculptris - *cracks whip*
Back to tiling/landscapes (still with an eye on Sketchup), hexagons should
fix a couple things, including trangle glut (not everyone's machine can
handle triangle/quad mania (mine's middle of the road)).
Below, SU hexagon imported via Blender. Duplcate and, with a bit of Detail
enabled touch the second one (near middle) with the grab tool ("Global"
and "Limit" turned off); subdivides beautifully, ie. not a linear SU/SC
plane. Grand total of 52 triangles. Grab/move single vertexes and u've got
the beginning of an asymmetrical landscape element.
[Edit: changed above Global/Limit details a couple times; got it right this time.]
Stay tuned for part two (if I can resist more skeleton stuff)...
-----------------
And of course:
-----------------
Speaking of skeletons/anatomy/ZBrush, a few models here (good stuff):
http://www.zbrushcentral.com/showthread.php?169478-Luo-Qisheng-s-Sketch-Book-human-anatomies-and-heads
Oh, that's a (calculated) promo for ZBrush too, sorry - see blurb/gush
here:
http://www.zbrushcentral.com/showthread.php?169478&p=958752&viewfull=1#post958752 |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jun 27, 2012 2:50 am |
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Wondered if I could simplify/speed up the design process (see whom's
model, page eight). Sculptris, 276 triangles, sharp edges (the other reason
to do it). SC fights u every step of the way, even with options turned off (as
above) but still faster than SU and maybe Blender too (in SC moving
vertexes is the only option, no decisions/switching required).
![](https://lh6.googleusercontent.com/-EiCCh8E6IjE/T-reBEXfg9I/AAAAAAAADGU/Sgz_PvdMHLM/s800/030.jpg) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Wed Jun 27, 2012 7:38 am |
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[quote="durgldeep"]
Quote: |
Wondered if I could simplify/speed up the design process (see whom's
model, page eight). Sculptris, 276 triangles, sharp edges (the other reason
to do it). SC fights u every step of the way, even with options turned off (as
above) but still faster than SU and maybe Blender too (in SC moving
vertexes is the only option, no decisions/switching required). |
Was that imported too? Looks real good, how does it work if you wanna do cavities and add detail? Sorry not much 3d from my side lately, gonna do some 3d for the weekend for real..... ![Twisted Evil](images/smiles/icon_twisted.gif) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jun 27, 2012 10:32 am |
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whom, sketched in sculptris and imported into SU yeah. I think cavities would
be tough in SC, easier in SU for sure (detail too). We'll see what happens with
the second one (want to sketch a bunch of vehicles so I need a method that's
fast)...
Full skeleton is coming along, progress shot (proportions/alignments are all
off):
![](https://lh5.googleusercontent.com/-QfXr9ALDhXU/T-tRBIxVyuI/AAAAAAAADGs/hViViiV83Ok/s800/031.jpg) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Fri Jun 29, 2012 11:06 am |
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the skeleton looks really good, good work durgldeep.
Made a diamond shaped handle grip to show someone over at cgsociety how to simplify the grip for a flashlight, especially if one wanna use arrays and stuff.
Anyway, played around a little with the shape and experimented some with lights and a mix of shaders; nothing special........
could maybe be useful for dragons scales?
![](http://www.umbus.com/wp-content/upLoads/2012/06/pattern.jpg) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Jun 30, 2012 10:46 am |
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Thanks whom - dragon scales, yes! We can see a demo soon?
Re rigging, found a couple watchable tutorials, one for rigging/skinning one
for animation. Blender v2.5 but gives a good idea of what's involved (lots
for 2.6 on YT, people can find whatever suits them).
Rigging and Skinning a Character Model
http://www.youtube.com/watch?v=PPbSGUPj72w
Making a Simple Walk Animation
http://www.youtube.com/watch?v=kSDWfx6ib9k
The other useful example is the model: triangles and quads but mostly
triangles (see screen grab below): partly what I was 'thinking' when doing
the plane (above). Just spent a couple hours on a quad-based mesh (didn't
get past the nose)... think I'll stick to triangles (and a couple quads to
appease the Blender gods).
Source: http://www.youtube.com/watch?v=PPbSGUPj72w
-----------------
Not sure why I didn't google before - or why whom didn't educate us
*glares* - (first two results for "3D why quads?"):
Quads vs. Triangles - Blender Newbies 3D Video Tutorials [not a video]
http://blendernewbies.blogspot.ca/2008/11/3d-mesh-topology-tip-quads-vs-triangles.html
3D Modeling Question - Why only quads?
http://www.blitzmax.com/Community/posts.php?topic=76535
Summary: quads are more 'professional' (o sniff - o sniff I say ) - use
whichever you like (whichever is faster, more comfortable, etc.). Issue
resolved. ![Smile](images/smiles/icon_smile.gif) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jul 01, 2012 5:42 am |
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Still chugging... learned new stuff re lighting, materials, vertex paint, mesh,
etc. About ready for some rigging, I think (YT vids are useful, tho everyone
has their own method (bit disorienting))...
Sloppy reduced figure/mesh:
![](https://lh3.googleusercontent.com/-6jNJJ2io_Qw/T_BQZ7u_lKI/AAAAAAAADHo/IInwXnQs06E/s800/045.jpg) |
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Tomasis member
Member # Joined: 19 Apr 2002 Posts: 813 Location: Sweden
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Posted: Sun Jul 01, 2012 9:17 am |
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awesome thread!
Im playing with Sculptris and Blender for a while. I dont think that I post something made by Blender very soon though I can do some quickies with Sculptris.
Blender reminds me of Lightwave so the transition was made easier than I thought. My goal is to be able make a cool car, realistic one ...someday. I have to go through the whole thread to learn some new things.
Durgledeep, awesome experiment with airplane, it gives idea how to make an object then export to blender. A pro can make that about fast in Blender though but for me, beginner, to start in Sculptris is so much easier ,it is like working on clay, with hands. Skipping to deal with boring switch modes between vertex, faces etc.
here comes SC quickies
![](http://www.tomasis.com/3d/00.jpg) _________________ out |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Jul 01, 2012 7:37 pm |
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Tomasis - yay! Lots of character in those.
Agree that SC is best for building. I guess in Blender extra keystrokes are
second nature to those who use it a lot, ie. the program we use most is the
one that's 'easiest'?
On the other hand the 'short cut' between vertex, edge and face modes is
really something (as u've noticed): 1. Ctrl + Tab; 2. mouse move (or arrow
key); 3. click mouse (or hit Enter). Maybe easier with a tablet, dunno.
--------------
Edit: my mistake, the short cuts are even shorter; Ctrl + Tab > E for
edge, > V for vertex, > F for face. Sorry for the misleading info.
--------------
"Beginner" is an interesting word. We can have lots of ability/talent (in
sculpting or whatever), the program either gets in the way of that or it
doesn't - I think the worst ones are like typing with broomsticks (from
across the room): absurd.
That Blender demo (from chat) -
Skinned and animated ragdoll Demo blender game engine
http://www.youtube.com/watch?v=2PVc520YcQo
- got me looking at 'pop' 3d standards (models, animation, lighting) -
stumbled onto these (yes I need some comic relief at this point):
100 Ways to Die in Skyrim - Part 1
http://www.youtube.com/watch?v=FEWrpSzogOo
100 Ways to Die in Skyrim - Part 2
http://www.youtube.com/watch?v=xEzeybl3kTY
And one that might explain some of my interest in 3D (or anyone's):
Over 5000 KEVA planks building - Bullet Physics [no sound]
http://www.youtube.com/watch?v=J9HaT23b-xc |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Jul 05, 2012 2:45 pm |
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Still experimenting...
Couldn't resist the 'all-quad challenge' (why does that sound sporty...). Here's
one way (not sure it's the best way) to deal with an isolated triangle: starting in
the middle of any one side, use the Knife tool (short cut = K) to cut a single line
(see below). The triangle's now a quad - and your friends will scorn you no
longer.
-------------
120710
News to me, selling doctored copies of Blender for profit:
3DMofun - another shameless Blender copy
http://www.blender.org/blenderorg/blender-foundation/press/re-branding-blender/ |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Jul 11, 2012 2:07 am |
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Blocking for cervical spine (mostly copies, obviously). Speeding just to get it
done, will tweak later (if/when). Looks too tidy atm... Ends of spines aren't
closed (only way to make holes in Sculptris; easily closed in Blender).
Awesome/fascinating(/challenging) geometry/shapes in a skeleton. Glad I
stopped to do it.
![](https://lh6.googleusercontent.com/-NOhrX0OS0ok/T_1Ma5Tl_iI/AAAAAAAADIM/U05zpkF68YM/s800/047.jpg) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Aug 26, 2012 4:26 am |
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*bump*
Been working on alignment stuff (how it affects external form/pose) so nothing
new to show - it all looks the same?
Been a bit of discussion (elsewhere) about solo/collaborative work, ie. paint is
mostly a solo effort (see the evidence) and 3d tends to be collaborative - if u
don't believe that, go ahead and try it? Hehe.
Found two maybe impressive shorts (maybe old news by now), solo (wow...)
and duo:
Rosa (Short CGI Movie)
http://www.youtube.com/watch?v=8WFC5UPaEIc
Doroga - A CGI Animated short film by Alex Filipov & Sotir Gelev [VODO]
http://www.youtube.com/watch?v=RjEB4Xqqul8
Edit: oops, whole team involved in the second one (see credits). My mistake.
Last edited by durgldeep on Sun Aug 26, 2012 11:01 am; edited 1 time in total |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Sun Aug 26, 2012 6:42 am |
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Almost like someone pulled the plug on the forum during the summer, strange...
Hey durgldeep I bet we post more pm's to eachother than what there have been posts in the forum lately.
Started to look a little bit more on the game engine today, gonna try to follow tutorials and then do the same. It is gonna be an excessive project for sure but worthy in the end.
� already succesfully exported an exe file as a standalone game, not much happening in the game yet though but the cube can move back and forth and collide with the walls, managed to add a"motion" as a jump too.
a screen:
you still doing anatomy durgldeep?
... |
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Sumaleth Administrator
Member # Joined: 30 Oct 1999 Posts: 2898 Location: Australia
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sun Aug 26, 2012 8:03 am |
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whom wrote: |
you still doing anatomy durgldeep? |
Yep, sure am.
Will likely do some 'studies' and drop them in here (an arm or something);
need more practice (always)...
Took another side trip into anthropology. Comparative anatomy helps with
understanding where things are and why, tho don't want to get stuck there
(could eat up tons of time)...
CARTA: The Upright Ape: Bipedalism and Human Origins - Footprints
Body Form and Locomotion [2012]
http://www.youtube.com/watch?v=DCPQK7OdhUY
CARTA: The Upright Ape: Bipedalism and Human Origins - Running
Walking and Evolution [2012]
http://www.youtube.com/watch?v=YTv5KhUtbx0
Am liking this vid (below): we dig up hominin fossils - who's gonna dig up
ours?
Godaizer Animated Short. (Full Length 19 min version.)
http://www.youtube.com/watch?v=EtiRzqKfv4g
Interesting game test, whom. Still more Blender stuff... u scare me. ![Very Happy](images/smiles/icon_biggrin.gif) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Tue Aug 28, 2012 10:52 am |
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thanks durgldeep.
Yea I keep experimenting with motion, still using a cube for my simple games. lol maybe I should post this in the square thread we had way back...
![](http://www.umbus.com/post/game2.jpg) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Wed Aug 29, 2012 1:08 pm |
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Hey durgldeep, I found a new toy in Blender you should check it up. It's a plugin called Cloud Generator, have started some experiments with it but it only works for the old internal render....
You activate it from the add ons (object)....
Here's a building concept...
![](http://www.umbus.com/post/practise11_V9.jpg) |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Wed Aug 29, 2012 4:25 pm |
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Nice building, whom. Looks a bit like a space ship too.
whom wrote: |
Hey durgldeep, I found a new toy in Blender you should check it up. It's a plugin called Cloud Generator, have started some experiments with it but it only works for the old internal render....
You activate it from the add ons (object).... |
Hmmmm, I think u overestimate my technical savvy? I'm just a "dumb
artist type". I agree that messing around with basic stuff can
produce unexpected results/discoveries so that's what I do.
Would be great to see more landscapes (like that mountain, previous
page). Maybe demo the Cloud Generator?
Am feeling a bit bored re anatomy/landscapes, time to shift gears, I think...
----------------
Guess I should mention this here too: found an answer to the Blender
"components" question (think I wondered about it earlier, upthread):
Making components/groups
http://www.blender.org/forum/viewtopic.php?t=19247&sid=e7fd6e4cf70a2069fb187a1cae811c68
----------------
Keep thinking I should watch fewer videos - wrong direction.
whom, check it out (tree addon; a walk-through, which is usually the only
way I can do it):
Blender 2.6x Tropical Terrain - 01 - Palm Tree
http://www.youtube.com/watch?v=DCVqOSRT91I |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Aug 30, 2012 1:55 am |
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Okay.
-------------------
The good news is, u still have to make the basic shape of the cloud - and
better news: my processor is way too slow for this stuff (heh), otherwise I'd be
fiddliing forever.
Bad, bad colour (below), etc... but it was a nice diversion.
Edit: swapped out image, it was just too horrendous. This one's a bit
better (only a bit):
NB that's an awesome video series, imo (previous link). ![Smile](images/smiles/icon_smile.gif) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Thu Aug 30, 2012 9:21 am |
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i'm not that technical either and lol now come to think about it I am not sure I am that artistic either lmao, ah anyway I just enjoy to mess around with settings and in blender there are lots of those different settings.
Wow inspirational clouds, I didn't have time to mess around with shapes yesterday but will be sure to mess around with that more. Lots of help to make easy clouds cause that usually takes a lot of time...
I made something quick when I saw yours durgldeep.
![](http://i46.tinypic.com/344ec28.jpg) |
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whom member
Member # Joined: 28 Feb 2012 Posts: 334 Location: Sweden
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Posted: Thu Aug 30, 2012 9:26 am |
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durgldeep, If you press space bar in the work space in Blender and type "quick" in the search bar you get different quick settings for fur, explode and stuff..... don't think there's fire yet though.... Maybe you knew about that? |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Thu Aug 30, 2012 11:54 am |
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whom wrote: |
I made something quick when I saw yours durgldeep. ![Smile](images/smiles/icon_smile.gif) |
Hehe, I'm resisting posting another one. Didn't think to try a circle, cool -
first one is the default cube (maybe obvious). It's engrossing, gotta pry
myself away from trying different objects...
Knew about the space bar but not about "quick"; thanks. Lots of shortcuts
in that vid (above)... I tend to be more hands-on, I guess (disagree with a
lot of his methods and short cuts, meh). otoh doing *everything* in a
single program (no imported textures, etc.) is very appealing (have I said
this before?).
At least I gotta see how much Blender detail my CPU (or GPU) can handle.
That means a test run, of course.
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Quote: |
now come to think about it I am not sure I am that artistic either lmao |
Well, whatever it's called, talent is talent (imo). Completely self-taught?
Then u got a bad case of... whatever it is.
--------------
[rant] Note definition of "easier" (carried over from part 2 of 3) at beginning
of this vid (re placing palm leaves):
Palm Island tutorial - Part 3 of 3
http://www.youtube.com/watch?v=92XgrHQMHXA
"Should have just left it alone, I think." Hmmmm... [/rant] |
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durgldeep member
Member # Joined: 14 Sep 2001 Posts: 859
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Posted: Sat Sep 01, 2012 8:46 am |
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Think I got the tree thing sorted (no luck in Sculptris): simplicity helps a lot.
'Box modeled' (default cube) and one subdivision (modifier). Branches in the
Blender models are detached... still finding what works for me.
![](https://lh5.googleusercontent.com/-SrWUvfzZUtA/UEI3MDqi52I/AAAAAAAADP4/uZCy1PxCuaM/s800/041.jpg) |
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