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Gimym TILBERT
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« Reply #1020 on: December 12, 2011, 08:22:56 PM » |
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HOw do you do sharp?
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 ILLOGICAL, random guy on internet, do not trust
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McMutton
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« Reply #1021 on: December 12, 2011, 08:34:58 PM » |
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Gimym TILBERT
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« Reply #1022 on: December 12, 2011, 09:43:25 PM » |
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 ILLOGICAL, random guy on internet, do not trust
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rivon
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« Reply #1023 on: December 13, 2011, 04:22:36 AM » |
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What does that edge sharping do?
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Hawt Koffee
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« Reply #1024 on: December 13, 2011, 07:40:38 AM » |
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don't use the menus for this stuff, learn the shortcut keys you guys any way, here's a basic tut I just whipped up on sharp edges  As for my texturing process I'd need to make a whole video just to show all that.
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jotapeh
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« Reply #1025 on: December 13, 2011, 07:44:09 AM » |
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Oh wow thank you  We really should pull these posts into a Blender Tips thread or something!
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moi
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« Reply #1026 on: December 13, 2011, 07:45:48 AM » |
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We really should pull these posts into a Blender Tips thread or something!
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lelebęcülo
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rivon
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« Reply #1027 on: December 13, 2011, 07:46:17 AM » |
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But can it be exported so that it is usable in a game? Or is it useful only for in-Blender rendering?
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Hawt Koffee
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« Reply #1028 on: December 13, 2011, 07:51:40 AM » |
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But can it be exported so that it is usable in a game? Or is it useful only for in-Blender rendering?
Yes, I've exported plenty of models and compiled them in milkshape that still have sharp edges. for use in source, such as TF2 mods.
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Chromanoid
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« Reply #1029 on: December 13, 2011, 11:09:04 AM » |
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afaik sharp edges are just duplicating the affected vertices in the final mesh and set the normals differently.
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McMutton
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« Reply #1030 on: December 13, 2011, 11:20:32 AM » |
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Pretty much, yeah. The only problem with the method is that, when doing a cloth sim, the sharpened edges will become separated.
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Chromanoid
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« Reply #1031 on: December 13, 2011, 11:48:49 AM » |
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sharp cloth? :D just joking, just can't currently think of a use case 
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Hawt Koffee
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« Reply #1032 on: December 13, 2011, 12:24:55 PM » |
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Pretty much, yeah. The only problem with the method is that, when doing a cloth sim, the sharpened edges will become separated.
in these cases you sculpt normal maps for cloth
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Nix
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« Reply #1033 on: December 14, 2011, 12:52:55 PM » |
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I'm working on a deferred renderer in OpenGL, and since I'm not an artist I'm limited to spheres and boxes and toruses for testing out lighting. It would be really awesome if I had an actual 3D model with normal + spec maps to play with. Does anyone have an asset or two lying around that I could use to test and demo my code? I could probably find something on Turbo Squid, but that wouldn't be nearly as much fun as using a model made by an indie artist from TIGs!
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ollie
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« Reply #1034 on: December 17, 2011, 03:58:38 AM » |
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Just started with Blender - had a 3D modelling module on my Uni course and hated it (using 3DSMax) so stayed away from 3D stuff for a while but the low poly stuff on here made have another look and I'm really liking Blender so far. This is my first proper 'thing', it's a coin for a simple platformer I'm building  It's a pretty basic model with basic texturing but it's only going to be at 32x32 in the actual game. Had real trouble getting it to rotate around it's own centre for some reason, still looks a little off to me. At that speed I think it looks a bit steppy, but at double speed (24fps as it was originally made) it goes way too fast I think:  
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