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ok, ..., this is my todays work ...
It's just a blender drop-out rendered via PoseRay, so don`t expect to
much concerning texture quality. IT IS A WIP. I hoped to finish it
today, but uv-unwrapping is a pain in the ass. Also I had to read half
of the day blenders python API reference to get the script for the sense
hairs on the legs working.
still todo ...:
- finish uv-unwrapping
- texture works (middle part and legs should be slightly translucent)
- body hair
- rigging (prepare for posing)
... AND ...
- find a nice context to put in
as I'm still working on it comments and critics are welcome due to
improvements.
basic modelling was done in Wings3D but I couldn't figure out how to a
propper uv-unwrapping with Wings3D. Any Tips ... ?
... dave
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Attachments:
Download 'araneus_diamentus_wip.jpg' (47 KB)
Preview of image 'araneus_diamentus_wip.jpg'
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Well, it's looking good.
The leg joints don't quite look right. And a spider probably shouldn't
be quite that shiny either. But otherwise it looks pretty nice.
(Apparently some people don't like spiders. I consider them my allies.)
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David El Tom wrote:
An impressive day's work!
Are you doing the uv unwrapping in Wings? Or where? Personally I have
abondoned the Wings autoUV feature and use UVmapper instead.
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Jim Charter wrote:
> David El Tom wrote:
>
> An impressive day's work!
>
> Are you doing the uv unwrapping in Wings? Or where? Personally I have
> abondoned the Wings autoUV feature and use UVmapper instead.
thanks,
actually I tried to do the uv-unwrapping in Wings3D but failed. I tried
also UVMapper (which I've to run through wine). The results where better
but far from being satisfying. So I grabbed the Blender manual and
looked for uv-mapping. Even so badly described, blender offers a huge
flexibility, cause you can easily manipulate uv's for each face, parts
of a submesh or for the whole mesh.
For example the legs are unwrapped piece-wise cylindricaly, the
resulting uv's are propper arranged and stitched together to give a
rectangular grid. Even so it's very flexible it's still a lot of work
(still not completed yet).
Personally I prefer Wings3D for modelling as it's easy and fast.
Especially I like the sub-divide facility in conjunction with soft
and/or hard edges, a feature I miss in blender (or didn't found it till
now). If you sub-divide in blender and want some hard edges you have to
divide the mesh in several parts, and its likely that you get small
discontinouties at the seams through sub-division.
So the normal way of modelling in my case is starting from scratch in
Wings doing a rough mesh, sub-divide it, reuse it into blender to do
basic texturing uv-unwrapping and rigging (adding bones for posing),
export it, proccess it through some external scripts for hairs and such
things and then start with propper texturing in POVRay.
Orchid XP v2 wrote:
> Well, it's looking good.
>
> The leg joints don't quite look right. And a spider probably shouldn't
> be quite that shiny either. But otherwise it looks pretty nice.
>
> (Apparently some people don't like spiders. I consider them my allies.)
The idea to model a spider came as found a huge araneus diamentus
(Kreuzspinne) in our garden (see attached photo). I was not really sure
about the joints too. So I googled around and found a scematic (also
attached) of a spider's leg, which I used as template.
... dave
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Attachments:
Download 'spider_photo.jpg' (80 KB)
Download 'abb04.jpg' (8 KB)
Preview of image 'spider_photo.jpg'
Preview of image 'abb04.jpg'
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-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1
David El Tom wrote:
> Personally I prefer Wings3D for modelling as it's easy and fast.
> Especially I like the sub-divide facility in conjunction with soft
> and/or hard edges, a feature I miss in blender (or didn't found it till
> now). If you sub-divide in blender and want some hard edges you have to
> divide the mesh in several parts, and its likely that you get small
> discontinouties at the seams through sub-division.
>
If I understood you properly, the feature you want is accessible in
Blender with the Shift-E shortcut. Then moving the mouse allows you
to choose how hard the edge will be.
Jerome
- --
******************************
* Jerome M. Berger *
* mailto:jeb### [at] freefr *
* http://jeberger.free.fr/ *
******************************
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Jérôme M. Berger wrote:
> If I understood you properly, the feature you want is accessible in
> Blender with the Shift-E shortcut. Then moving the mouse allows you
> to choose how hard the edge will be.
>
> Jerome
thanks,
I'll try it Maybe not today, `cause I have guests and pretended to go to
toilett just for a second or so, but I´ll try.
... dave
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David El Tom wrote:
> The idea to model a spider came as found a huge araneus diamentus
> (Kreuzspinne) in our garden (see attached photo). I was not really sure
Cute. Both, you render and the photo. IMO, since spiders eat the
disturbing insects (flies, bees, mosquitos etc), I'd say Andrew is
correct - spiders are our allies. I actually have one 'bout 4cm long
living in my bathroom (wonder why there's never disturbing insects there
:p), but it hides always I have my camera around; it's shy :).
--
Eero "Aero" Ahonen
http://www.zbxt.net
aer### [at] removethiszbxtnetinvalid
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Eero Ahonen wrote:
> I actually have one 'bout 4cm long
> living in my bathroom (wonder why there's never disturbing insects there
> :p), but it hides always I have my camera around; it's shy :).
Maybe you should attract her with a fly as an egagement present ;-)
... dave
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Guaaahh!! I dont like spiders...
And this one sure enough gave me the creeps..
GJ
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RusHHouR wrote:
> Guaaahh!! I dont like spiders...
> And this one sure enough gave me the creeps..
>
> GJ
wait until it`s finished, I can feel the shudder right now; a cold
breeze streaking my neck :-)
... dave
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