A few crappy .gifs of the same thing that took too long to make.
Also, I am pretty happy with this.
I had to render the strings on a different layer because the AO was fucking up. Time to make an actual render!
Whoa, Blender revamped it's slice polygons tool.
Anyone know of a way to get the new Blender's UI to change back to or be similar to the old one? That's the only reason I'm not switching :/
Making an animation with guy for my final, decided to do a test render of one part. For some reason motion blur doesn't like his eyelids.
Working on a city. Very, very early WIP. Everything except the ground is a particle effect, so I can easily adjust it, add more variation, change frequency of items, etc. etc..
Yeah I know need to fix 'em up. And add street signs, lights, etc.
I'm not actually sure if I like using ngons. I feel as though being forced to use only tris and quads helped me learn better topology overall. Focusing mostly on low-poly stuff for games I never wanted ngons anyways.
I'm considering migrating to Blender or a similar free program because I'm concerned when I'm no longer a student I won't be able to use Maya without paying. Do you guys think that's a bad idea?
Its a motherflippin highwheeler
Is there a more effective way of making curved cylinders than using a spline and Path Deform?
Torus primitive for quick, basic curves? Not certain, my Max must have them.
Thanks for the suggestions, but I forgot that I can render my splines
Go to user preferences -> input and change Control scheme from Blender to Maya. If you want to do more realistic renders, change Blender render at the top to Cycles render. If you're planning on exporting the models, stick with Blender render. When you use Cycles, turn the samples up for less-grainy images. I usually use 10 for a quick preview, 100 for a WIP image, or 1000 for a final render.
Question might be a bit dumb, and I guess the answer is really simple.
Does anyone know how to make the grip to stock transition get a form like on a real rifle? What I'm doing now is just connection two vertex' and moving the edge to get a form. Doesn't work brilliantly though.
Here's a pic
I'm rubbish at this stuff
I am having waaaaaaay too much fun working on this
yes it is