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Thursday, April 16th, 2009
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Crack o` the morning to you. No not like that, just like, you know, crack at dawn. Crack of dawn? They all sound wrong.
This is a concept/rough draft for the webcomic I'm working on, titled Near-Vana, which will be found at SV-Near-Vana.
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Monday, October 16th, 2006
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This metal plate is a simple test, basically it's like the earth and sky effects, though it's hardly realistic.

I don't know that this cape image is usefull as a texture but it is here to show blender's soft body simulation, basically cloth simulation in this case, with wind.

$These images available to use and modify.
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Sunday, October 15th, 2006
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♥ ♦ ♣ ♠
 That's another hair texture, use it as you will. Do as thou wilt. OTO! Lots more blender stuff going on, such a good program. God that WU man thing is out of hand, that guy's an eggomaniac. Count yourself lucky if you don't know what I'm referring to.
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Wednesday, October 11th, 2006
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Ohhhh ♫♪♪♫ Bum Bum Daaa-naaaa Daa-naaaaaaaa

Thats a model I'm working on, raycasting gives it the look. This is an emblem of the Kushite nation, though the 'sun disk' symbol is practically universal in nations in that area. In Sumer it would be "Shamash" in the disk.
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Tuesday, October 10th, 2006
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There is a Blender community so check that out. (Blender is the 3d application show in my previous entry.) Another example, this is a rigged human model with some texturing.
 And if you wanted textures, well this is one I picked from my files for no reason. Usually no reason is better. I hate cookies with reasons.
 Not it's time to shred, or possible thrash. We're talking guitar here. That means I have to not type though.
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Monday, October 9th, 2006
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A little on moddeling : Generally polygon count is a big concern, first there's the issue of render time, both in a realtime (game with hardware acelleration) program and in a software renderer type program. Also it takes more time to rig the model if it has more vertices and groups, and more time editing UV layouts and tweaking various things. Here's what I find about optimal for the heads I'm working on. They subsurf (that means they become smoother and more detailed with an extra process) very cleanly and hold a lot of detail. Everything is pretty fast too, depending on processor speed and so on though. The one on the right is female, and it's probably more clear at some angles than others. The lips on that one are more detailed, but somehow it's generally around the same triangle count of 750 X 2. I keep everything as a mirrored half till I'm done with it.
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Sunday, October 8th, 2006
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There are many possible ways to mimic cloth textures and finding the right one can be difficult. Now making knots is usually very hard, but using bevel type tools can do it easily. the "rope" like string is a smooth tube, but it looks like a threaded cord because of a texture with specularity. It would be nice if i didn't screw up the edges but it didn't matter for what I was using the textures for.
 $this image is available to use and modify
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Saturday, October 7th, 2006
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These are alpha channel png textures for hair. On a browser such as firefox or netscape you can probably see through part of the image. There are a lot of possible issues with using hair like this. In general it doesn't look right at some angles and distances. It doesn't respond to lighting much without a normal map. Some programs don't sort alpha faces correctly either, I've had problems with that.
Black specular hair with blue tones:

Blond streaked hair

$These images available to use and modify.
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Friday, October 6th, 2006
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My first installment will be a series of "whatever I'm working on at the moment" postings. I hope to eventually be able to have a more consistant schedule and theme. I will play it by ear and I suppose, being a bonified rock star, I know how to do that well enough. Our kind doesn't read sheet music, in fack we shy away from such things as if they were the plague, or at least pages from the bible. This is a teeth and gums texture, in other words, it's flattened so you can but it onto a 3d model. It is it's self a 3d model. Most of the effect is normal mapping. The teeth are yellowed by a normal texture too, and some AO completes the lighting. I use a lot of "ramp shaders" on things like this. That means for example darker areas are redder than fully lit areas.
 $$$this image is freely available to use and modify
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