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Blender's sculpting tool


Arcturus

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I'm making a statue too. I made the high poly model two years ago, now I'm making a low poly model for it and still need to make a uv map for it.

 

This is what I have for the low poly model now, though it needs more polygon reducing. Luckily the reduce function of maya is good for that. It reduces the number of polys without messing up your geometry badly. I never made a uv map in maya but I did in blender and that was really easy so I think I'll use blender for that. The statue has it's own joint structure so I can make different poses for it.

 

http://farm4.static.flickr.com/3553/342719...fa29db122_o.jpg

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What's that on it's back?

 

I'm trying to make a moveable statue, but game can't load the collision model. I made definition:

 

entityDef atdm:moveable_bust_01_male
{
 "inherit"			"atdm:moveable_heavy_base"
 "editor_displayFolder"		"Moveables/Decorative"
 "model"				"models/darkmod/decorative/statues/bust_01_male.ase"
 "mass"				"50"

 "friction"			"0.1"
 "bouncyness"		"0.1"
 "snd_bounce"		"tdm_impact_clayvase_01"
}

 

First I made cm in Blender as a part of .ase model but it didn't work (worked with static object). Then I made it in darkradiant as a separate file and I still see "cannot load collision model". Is there something I could miss?

It's only a model...

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The collision mesh must be very simple (maximum 16 polys iirc).

 

If the model is too complex, you can let the code generate a primitve collision model by using "mins"/"maxs" or "size" in combination with "cylinder" and "cone" spawnargs. There is something about that written on the wiki.

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What's that on it's back?

Wings, but they are non-solid from one side, I know how to fix this.

 

Did most of the uv mapping today. It looks like this now,

 

3427196104_efa29db122_o.jpg

 

Still to do: different poses, shadowmesh, normal map.

 

500 posts! I'm an advanced member now.

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Ok, I uploaded the statue as bust_01_male. Also added new marble texture: smooth_marble_white_shiny02. Movable is set to frobable. Mass is 50. Snd_bounce is for now  tdm_impact_clayvase_01. Visible mesh has 594 polys, shadowmesh has 280.

post-2001-1239304012_thumb.jpg

It's only a model...

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There is something a little weird with one side of the face. :huh:

 

I think this model would be better suited for a rougher stone texture.... It's hard to describe but the rolls and folds are all very rounded or blurred, almost like a plastic bust that was exposed to really high heat for a few seconds. I think a texture with some roughness to it would hide that, but the totally smooth white texture makes it stand out.

 

As for the dragon, it's very neat-looking, but there's no way a stone sculpture could be created like that. All the appendages are totally unsupported and would break off during the sculpting process. I would suggest some kind of metal texture with rivets. It also needs some kind of massive base to counterbalance the weight.

 

It might make a half-decent 'sentry statue'--a mechanical, stationary dragon with a rotating neck that shoots projectiles or something.

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As for the dragon, it's very neat-looking, but there's no way a stone sculpture could be created like that. All the appendages are totally unsupported and would break off during the sculpting process. I would suggest some kind of metal texture with rivets. It also needs some kind of massive base to counterbalance the weight.

Yeah I know, the original model I made was never intended to be a statue. I'm gonna play around with poses, the wings folded on his back, sitting down, so that it looks more like a statue.

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There is something a little weird with one side of the face. :huh:

 

I think this model would be better suited for a rougher stone texture.... It's hard to describe but the rolls and folds are all very rounded or blurred, almost like a plastic bust that was exposed to really high heat for a few seconds. I think a texture with some roughness to it would hide that, but the totally smooth white texture makes it stand out.

 

I know what you mean but I would rather keep it marble. Diffusemap ideally should me make specifically for one model, like St Lucia but I want to use one diffuse for all my sculptures (if I make more) so there can't be details to emphasize the normals. Perhaps low poly model should be more detailed or highpoly less (or more clean), I don't know. I changed the texture a bit and renamed it to smooth_marble_greenish.

It's only a model...

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  • 2 weeks later...

It's pretty good, but still has that odd "melted plastic" look to it, like everything is just a bit too smooth. I still think it would look great with a rough texture, though. We can definitely use busts like this.

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Final version:

 

Looks very good, but I agree about the plastic look. Maybe it is just the "shiny grey" rendering, but also, some of the folds could be a lot sharper IMHO.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I uploaded the bust_02_female. I insist to keep marble textures:

 

marble.jpg

 

 

 

Rough textures look like this:

 

 

flat/rough_marble_dark02

 

flatroughmarbledark02.jpg

 

 

natural/rock_grey

 

naturalrockgrey.jpg

 

natural/rock_brown_rough

 

naturalrockbrownrough.jpg

 

natural/light_grey_rough

 

naturallightgreyrough.jpg

 

natural/light_grey_rough2

 

naturallightgreyrough2.jpg

 

natural/dark_dirty

 

naturaldarkdirty.jpg

It's only a model...

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Yes, I see what you mean. The rough ones would look great in ruined settings, but probably not so good in a posh living room.

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