Game Editing > 3D Modeling & Content Creation
3D Modeling WIP Topic
silicone_milk:
Sounds like we need some kind of "mesh paint" tool for Blender. Have a target mesh and a "stamp" mesh and paint the stamp mesh on to the target mesh. Something similar to the alpha brushes in Zbrush perhaps. But on a bigger scale since we'd actually be placing a mesh on to another mesh and the faces on point of addition would have to tesselate correctly.
kat:
I did think of using 'dupliverts' but to get the best out of that I'd probably need to 'path' the duplicated models so they follow a route. Being able to 'paint' meshes might be the most straightforward - load up an "OB:" as your 'brush' and paint along a surface.
ratty redemption [RIP]:
for the first time since my hdd died last week, I've been able to get on with my blender work. these images show the 3rd cliff section (in blue)
tomorrow I hope to get the uv's and baking done.
kat:
Starting to shape up quite nicely now.
I have to say though that you've really got to work on your production speed as I think you're getting trapped in the exercise of the technique rather than actually producing the assets you need to be doing, the longer you take to make something the more delays it introduces into the development chain of the entire project, level designers waiting for assets and such like. I think I said at the time when you started using this shrink-map process that you'd have to weigh up the time it takes vs the output you create, granted we've got Real LifeTM to work around but you've got to increase your output whilst keep the quality in place, certainly if you're wanting to work on third party projects.
[edit]this is what I'm working on atm, an animation test for Frenzoo - a bunny doing a zombie/monster walk... they've got 'object' based animation implimented so I was testing to see if you could combine both Armature and Object animations together; atm it looks like some code tweaks to Frenzoo are needed because the file exports what looks like the right type of data but it doesn't do anything.
ratty redemption [RIP]:
@ kat, totally agreed and now that I know what I'm doing with this workflow, I could in theory of produced the 3 cliff sections in a week, maybe two at most, while working around other things including real life. but this year so far has been hell irl (no pun intended) at times, and I've hardly done any blender work to the point I considered resigning from dersaidin's team because I didn't want to hold up those guys. thankfully, my pc is working again (although the sound chip got blown in the power surge last week) and other real life things are settling down. I'm also finally moving next week so there have been lots to organise.
regarding your work there, very cool and I like the zombie walk cycle :)
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