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Everything posted by Arcturus
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Sure, def file is: model tree_anim_test2a1exp1 { mesh models/md5/nature/tree_anim_test2a1exp1.md5mesh anim idle models/md5/nature/tree_anim_test2a1exp1.md5anim } entityDef atdm:tree_anim_test2a1exp1 { "editor_displayFolder" "Nature" "spawnclass" "idAnimated" "model" "tree_anim_test2a1exp1" "start_anim" "idle" }
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I exported model and animation using this plugin (Blender 2.79b): It works fine in game. Here are md5 files.
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Could you attach the .blend file?
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Thanks! Since I don't have a band, not anytime soon
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I recently recorded a tune that me and my friend wrote over 10 years ago. I've been learning drums since December. It took me many attempts to get it somewhat right.
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There's another project that tries to do the same thing as Thorrows:
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One section is about 160 000 tris at a base level of detail. So the whole radiator is about 1300 000 tris. That's before subdivision however. I have 2 levels of subdivision, which means 16 time increase, so about 21 000 000 tris. Plus hair strands, so you can double that.
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I made a render of the radiator in Cycles.
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http://www.cc0textures.com/home
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French miniature staircases from XVIII and XIX century.
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The plan is to eventually release it as free open source program.
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Company I work for makes radiators. We have a cast-iron model called Kaszub which has a detailed, hand sculpted ornaments. I took over 500 closeup pictures and made a 3d scan of the radiator. Since it's symmetrical, only a quarter was needed. Scan came up fairly good. Then I did a retopo in Blender Then I had to make a low poly version for Sketchfab. Textures were made in Substance Painter. Link to model on Sketchfab.
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Very detailed 3d scans of a swedish museum: https://sketchfab.com/TheHallwylMuseum
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There's a new game engine called Armory being developed. It's integrated with Blender. They just added a template for archery.
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My latest attempt from this topic: Link to the files.
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Walls. https://youtu.be/p5qVxAoKwbE?t=1m19s
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It's more likely to be XIX century. This part of town is beyond medieval parts of GdaĆsk. According to Wiki, until XVII century there were only forest and mire.
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In polish that technique is called "mur pruski" ("Prussian wall"). Some other examples.
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I've just finished the bank mission from Death of the outsider. It was in my opinion a great thiefy experience, with some good puzzles and an incentive to play ghost style. I recommend.
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I recently finished an animation for a drilling company. I used some free models: cars, tram, church and two other buildings. The machine itself was modelled in Inventor by company's designer. I also imported svg traffic signs from Wikipedia. The rest was made in Blender. I used adaptive subdivision and denoising. Materials are procedural.