So I finally finished unwrapping and modeling/creating physics hulls on my new store.
Not my best design (based on the multi-purpose semi-vtol layout of Prometheus, mixed with some elements from random inspirations), but its the first one that I've actually pushed this far.
It is already Baked, and imported into SL, but It still has a long way to go still As I have to make textures (still making the basic texture outlines for it). The interior is already UV mapped, and uses a basic tiled textures inside.
Current Polycount is around 3300 polygons, but it will increase as i still have yet to actually model the objects inside, takes around 212 primitives, but is fully physics able. (physics is eq to 12). It is a fairly small cargo runner, Scaled at 60m 40m 30m.
The meshFox project it self is delayed again as I bumped into a major bug with SL mesh and shapes (pretty much it not maintaining shape if reattached). I will report this eventually, but been keeping my self busy.
Created in Blender
Not my best design (based on the multi-purpose semi-vtol layout of Prometheus, mixed with some elements from random inspirations), but its the first one that I've actually pushed this far.
It is already Baked, and imported into SL, but It still has a long way to go still As I have to make textures (still making the basic texture outlines for it). The interior is already UV mapped, and uses a basic tiled textures inside.
Current Polycount is around 3300 polygons, but it will increase as i still have yet to actually model the objects inside, takes around 212 primitives, but is fully physics able. (physics is eq to 12). It is a fairly small cargo runner, Scaled at 60m 40m 30m.
The meshFox project it self is delayed again as I bumped into a major bug with SL mesh and shapes (pretty much it not maintaining shape if reattached). I will report this eventually, but been keeping my self busy.
Created in Blender
Category Artwork (Digital) / Miscellaneous
Species Unspecified / Any
Size 1280 x 914px
File Size 87 kB
I've used Maya before, around 6 years back, but got sick of all the changes that happened to it over the years: and the fact was, back then, being 16, I wouldnt have even afforded it. (but i used it anyway *cough*). I also used 3ds max in university, but I already had gotten used to using blender, so I sticked to it (artist is as good as he can use his tools).
Blender it self is free, and it is updated fairly often. It has a very robust, imo, better modeling system than any of the autodesk products, especially now that Bmesh modeling is finally available in it (allowing for boolean operations, but i mostly steer away from using it as im modeling for game engines). The modeling methods require some practise however as alot of functions are hidden under hotkeys, but after one gets on the flow of things, stuff is a lot faster to model, especially from nearly scrap.
Animation it self has also been made better with the recent updates, and there is a present rig generation tool (sorta like what is in max, but less intrusive imo), and the fact that It has its own composition system as well as animation blending (thus blender, it was originally an animation software) which I find superior to maya or max (however Im not an expert on either so that comparison might be moot). It also has its own particle and physics / fluid simulation, so it is a full software package (did I say it was free? )
The Interface of blender is also very customizable: And python language pretty much replaces MEL from Maya
Unfortunately, the material system needs some help: There are no presets are available like in max or in maya and requires one self to build a library of them. Blender also does not have the rendering engine capabilities of the other software> however that is currently being worked on.
Blender it self is free, and it is updated fairly often. It has a very robust, imo, better modeling system than any of the autodesk products, especially now that Bmesh modeling is finally available in it (allowing for boolean operations, but i mostly steer away from using it as im modeling for game engines). The modeling methods require some practise however as alot of functions are hidden under hotkeys, but after one gets on the flow of things, stuff is a lot faster to model, especially from nearly scrap.
Animation it self has also been made better with the recent updates, and there is a present rig generation tool (sorta like what is in max, but less intrusive imo), and the fact that It has its own composition system as well as animation blending (thus blender, it was originally an animation software) which I find superior to maya or max (however Im not an expert on either so that comparison might be moot). It also has its own particle and physics / fluid simulation, so it is a full software package (did I say it was free? )
The Interface of blender is also very customizable: And python language pretty much replaces MEL from Maya
Unfortunately, the material system needs some help: There are no presets are available like in max or in maya and requires one self to build a library of them. Blender also does not have the rendering engine capabilities of the other software> however that is currently being worked on.
FA+

Comments