Jump to content
The Dark Mod Forums

Renzatic

Member
  • Content Count

    2269
  • Joined

  • Last visited

  • Days Won

    2

Renzatic last won the day on April 2 2012

Renzatic had the most liked content!

Community Reputation

12 Neutral

1 Follower

About Renzatic

  • Rank
    I <3 Kool-Aid

Profile Information

  • Gender
    Male

Recent Profile Visitors

4198 profile views
  1. Admittedly, I haven't played much with DR, and I'm basing most of my experience with the direct editing portion of it on my time with plain old D3Radiant, but... The one biggest feature I can see is being able to select multiple brushes (and/or patches in TDM's case), and being able to edit them as one object. One thing I remember hating back in my Radiant days was if I wanted to make something specific out of, say, three patches, I'd have to grab one, edit it, grab the other, edit it to match, grab the third, repeat. It made things more time consuming than what it should've been. Also, be
  2. I work mostly in a 3D perspective these days, which is one of the reasons why this appealed to me. Though I do agree that it shouldn't be the sole way to work on your maps, since there will always be occasions when you need to compare and contrast something from the 2D windows. The one thing I liked about this though is that it makes BSP editing more like using a 3D editor. It brings vertices to the front, rather than something that's something clumsily implemented and tucked away behind the scenes. With high end editors becoming more and more necessary these days, having an ingame editor th
  3. I saw this and immediately thought of you all here. Trenchbroom! That's right. It's an incredibly slick, extremely intuitive BSP editor for Quake 1. Yeah, Quake. Old game. But being a Quake editor does mean it has something in common with Radiant. Plus the source code is freely available, which means it might be possible to incorporate some of the nicer features into DR. Just from my perspective, it looks like doing so would be a huge boon to level design. This makes the process of level design more immediate and free flowing. It acts more like a proper 3D editor, rather than the slow bl
  4. Trust me. If there's one thing I know only too well at the moment, it's a lack of time. If only there were 48 hours in a day, huh? Also, I gotta say I appreciate your appreciation of my rather arbitrary tastes in textures. You make it sound like I deeply considered which ones I chose to use, balancing the pros and cons of the myriad choices I had to see which were the best of the best, when in reality... ...yeah. I went with the first ones I saw that looked cool enough to use. Nothing really deep about it. I do like the way think, though. If I ever need a PR guy, you're it. Yup. The wo
  5. UVs & U: Part 1 I wanted to save it until Nosslak checks out the updated bits and pieces, but I'm running out of time, and will probably be busy until Saturday at the very least. Just keep in mind that there are a couple of things that need to be changed and I probably need to do a couple of cleanups-expansions, but overall, it's done. Enjoy it! I'll try to have it 100% finished as soon as I can. edit: how is it that a tutorial I've kept hidden on the wiki for 4 days has 38 views already?
  6. Sent to Nosslak for final approval (I want to make sure all my Blender specific stuff is correct). It'll be up tomorrow.
  7. And thus I say to you: ASK AND YE SHALL RECEIVE...at some indeterminate point in the future. A bit of in between starting out. More generic than specific, but I plan on getting more detailed the farther I go. I'll give you a rundown of the current plan. Part one (which I'm working on as we speak) is just "here's a cube with inverted normals. Make three materials, unwrap each face of your cube individually, apply the materials to them, stretch out the cube to a rectangle, then readjust your UVs so the textures aren't stretched anymore. Congratulations! Cheap ass room". I figured this wo
  8. I know exactly what you mean. I've got this friend of mine who's going for a degree in engineering, and I got to watch him play around with Solidworks for a little while. If he wanted to make a rectangle with a round hole in it, all he had to do was take a cylinder, run it through the rectangle, and then boolean subtract the shape. There wasn't any worrying about the underlying topology. You just hit a button, and it's done. In a subdivision modeller, you try to do a boolean operation on anything but the simplest of shapes, and you'll land yourself in a world of absolute pain. But like I sai
  9. Meh? Heavy duty architectural work is what these programs are built around. One thing you'll come to understand the more you play with these modellers is that there's a specific (excuse my corniness) ebb and flow to it, and a rhyme and reason for everything you do. It's figuring out this...flow...that's the hardest part of modelling. How to control your topology so it's all smooth, clean, and easy to expand upon. How to use your tools in conjunction with your other tools so they all play well together. Where, how, when to do what. Learning the interface and the base function of your tools is
  10. It all comes down to what you're intending on making. If you're planning on mostly doing organic sculpts, like statues, busts, people, cave details, ect, then yeah, you'll barely if ever have to touch Blender. All you have to do is start out with a primitive, subdivide, sculpt, then use the decimation master to get your low poly object out. But what about architectural work and whatnot? It's just as time consuming, if not moreso, to make hard surface objects in Zbrush as it is in Blender. I've watched a few videos where a guy makes a building in Zbrush, and really, some of the stuff he did w
  11. I haven't even started playing with Blenders sculpting bits yet, but I probably won't be going too far out on a limb by saying that Zbrush probably beats the everliving hell out of it. Zspheres, Projection Master, shadowbox sculpting (which I haven't really played with much yet), it can do some amazing stuff in such an amazingly easy way. Though I don't suggest you ditch Blender entirely. You'll soon discover that some things are much easier to do in a traditional subdivision modeller than they are in Zbrush. Like with your stalactite (or is it a stalagmite?), it's better to mock up your bas
  12. Ninja Edit: I'm just going to go ahead and offer up my keymap for anyone who wants it. From what I've seen, I should have about 99% of all actions you'll need to perform in Blender mapped to a specific hotkey. If anything important is left out (Nosslak, hoping you'll give this a once over), tell me, and I'll add it in. You can grab it here. Install it by going to File/User Preferences, and Import Key Configuration. It's a weird but comfortable mix of Blender and Modo (which means it's also sorta like Max and Maya in some ways). I can jump between the two programs with only a little bit
  13. Looking for it now. The biggest problem with finding any hotkey in Blender is that it doesn't list them specifically. They're all just "call menu" in the input box. I have to go through each one and figure out what does what. Actually, you might be able to help me out on that, or at least narrow it down. Do you know if it's under 3D View (global), object mode, or what? If it helps, I'm editing off the Maya hotkey preset. As for the rest... I'm thinking about adding a specific where-is-it-all-at subsection at the top of the tutorial for quick reference. Once I figure out where my special
  14. If I knew what I bound my specials menu to. I went slaphappy crazy rebinding my hotkeys long before I started learning my way around Blender, and I've lost a couple of common keys during the ensuing melee. But on a good note... IT IS DONE!. Vertex merges are now in. With that done, I think I've done a decent job of covering the basic tools (I hope). Next up: UVing & U Part 1. This one will be pretty easy, since I'll only be covering a rectangular room without any defining features. It's more a getting used to the concept sorta tutorial, and doesn't go anywhere near neck deep into t
  15. Well RP, I'm hoping it's still just as easy for you to read now that I've added in... -Extrudes -Bridge Tool -Edge Bevels And vertex welds are coming soon, which'll mark the end of the tutorial. This one will be pretty short and sweet. I could get it done in an hour or so at most...but...damn, I'm tired of typing tonight. Just about everything you do in Blender will be some variation of the tools listed here. Unless I've forgotten something rather important, I think I've got the basics pretty well covered. Anyway, I'll respond to you more directly once I'm less sick of sitting in fron
×
×
  • Create New...