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An example of increased knowledge of Blender and Modeling

Started by Clavin12, July 11, 2009, 09:13:04 PM

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Warfreak

I know that 3DS Max gives MUCH more control as to where stuff can go.
I personally would make an isolated vert, tessellate(subdivide) the top face of the cube and create the faces as I needed them.

Assuming that Blender allows you to create faces from scratch, I would delete the existing faces and then create new ones as needed. (Judging from the pic, the verts should remain when the faces delete and everything else would be straight forward.

OfCourse, that is just assuming that Blender gives the user as much control as 3DS Max.

divine_crusader

Not that I know of. You may want to try looking on some of the Blender forums.

You could try switching to "face select mode"



Look at the deformed areas where the corners aren't working right. It should show up as a single plane. You might be able to select the plane and subdivide, that may work. No guarantees though.

BNG Da BZ Fool

You could also create a cube, select the top face, sweep/extrude it to a single point, then separate the pointy object, and rotate the object 45 degrees to achieve the same thing; least that's the way it can be done TS. Blender, must also have similar editing tools. If you can try avoiding triangulation in the beginning as the poly count really adds up on more complex models. I don't actually triangulate my models until I export them to X; there's an option to triangulate when the model is saved as X; don't know how this is done in Blender prior to exporting as XSI though?

Blender, is an awesome 3d modeler, but it's a bit too complex to remember what key does what. Give me some simple icons to use and I'll give you a finished model. BNG.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

TheJamsh

Nielk1 - that walker looks freaking awesome.
VSMIT - yay! :P

BNG - I really think you should try learning another program now that you are pretty fluent with TS. From what i understand TS is a very limited scope modeller, and while it may have some features other programs like blender don't have, it might still be a good idea to touch upon blender more often. maybe try making models in Blender as you make them in truespace?

Blender has some great tutorials. My problem is i never have enough on-going time to learn the damn thing. As soon as ive played through one tutorial and got the hang of that i hit another button and the settings all change and gah... then i come back to it in a few months and get stuck. I only say this because we could do with more blender-capable people around :P

They say once you get used to blender you wonder why all modelling programs aren't made the same way...


BZII Expansion Pack Development Leader. Coming Soon.

Clavin12

This is a ship I made that I made with the sculpt tool in blender rather than normal editing. Its a very fast ship with a large jet engine in the back and would probably be a self destructing vehicle that does damage through ramming the enemy.



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Rocket

is that thing symmetrical?

is it piloted or computer driven? just wondering cause i cant find the cockpit  :|
Hidden Defenders Mod

Clavin12

After I posted the photo I noticed a couple asymetrical vertices so I fixed them. The cockpit is the little bump right in front of the two flanges on the back.
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BNG Da BZ Fool

Blender, makes my head throb. TS, even with it's shortcomings out performs B3D in terms of sheer simplicity and speed; if it weren't for TS I don't believe that I could have made any models at all. Nice model C BTW. PS: Different strokes for different folks TJ.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Clavin12

They make different models because of their different interfaces.
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BNG Da BZ Fool

Ironically, the XSI Mod Tool was easier for me to use then Blender. It exports both an XSI and X export format that were not at all compatible with the tools available for BZII. It's fairly easy to use in terms of the interface that's currently used by the current SI3D modeler from what I understand.

3DEX 1.5, could not read either of it's X or XSI formats; however, they may both be supported by B3D used in conjunction with OM1's XSI exporter. If I ever get burned out using TS 7.6; God forbid; then I may take a closer look at both Blender and the XSI Mod Tool. As I've mentioned before TS is basically designed for modeling idiots like yours truly...BNG.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Clavin12

Here is an idea that occurred to me the other day when looking at some pictures of asymmetrical airplanes.





and a quick question. How do you get a .xsi file from the xsis.zip file from bzscrap into blender? I've tried many ways but blender always refuses to recognize the file type.
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TheJamsh

You are probably aware that the xsi.zip is a .pak file, and you must export the xsi models from it first so ill skip that step.

The XSI BZ2 uses is too old, as are the xsi's in that pack for Blender to read in. Unless things have changed recently (by that i mean a year or so), and you can import older files with Blender's XSI importer now.


BZII Expansion Pack Development Leader. Coming Soon.

Clavin12

Oh yeah, hehe, I forgot about importing. I was just using open so thanx for reminding me.
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gegc

You actually can import BZ2 XSI meshes into Blender with the stock .x importer. It will only import the mesh though, so you lose the materials and animation. Also Blender doesn't take the .pic texture format but will switch properly if you skin your model using TGA's (i.e. use a stock texture converted to TGA to skin, then put the resulting XSI into the game without the TGA texture).

Clavin12

Here's something that I think is my best model yet even though it started out as a warrior.





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