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View Full Version : Demonstrarate Blendender's Power!


Xaint
04-02-2003, 11:09 PM
I'd like to know what blender can do, so anybody who knows 'bout good stuff made with Blender, please post a link! Post only links of stuff which are truly proves what Blender CAN, not any type of cr@p!

Good Blendin' 4 every1 !:cool:

JA-forreal
04-03-2003, 01:09 AM
Well, I have yet to find any 3d render that moves me like a good canvas painting, sculpture, photographic or film artwork. I just saw the Animatrix clip and it was entertaining and very good for 3d artwork and animation, but not as good as the real film of course.

But, I'm am working on what I think is a an amazing 3d media project using Blender as my main 3d tool for the work. But it is for a company that is private so I cannot post any pics, etc. right now. The blender tutorial I have planned to release arround the summer or fall should have project scenes that are similar to my current commerial project in the project file.

Here is some of the basic type of images that artist are rendering with Blender-

http://www.elysiun.com/gallery.php

And check out the YafRay renders in the forums here under finished projects etc.-

http://www.elysiun.com

Apollux
04-03-2003, 04:01 AM
THIS http://www.elysiun.com/forum/viewtopic.php?t=10237 should turn you into a Blender evangelist.

Prepare your soul :twisted:

JA-forreal
04-03-2003, 04:33 AM
Check this out young grasshopper-

http://www.elysiun.com/forum/viewtopic.php?t=10578

Apollux
04-03-2003, 05:15 AM
Also, go to http://www.seesystems.com/f1/ and check the finalist from previous years.

JA-forreal
04-03-2003, 09:53 AM
And some of your basic Blender users outputting to YafRay samples-

http://www.zoo-logique.org/3D.Blender/galeries_automatiques/index.php?cat=wip&gal=richie&pic=04_mini3.jpg

So there's a start. And you can take it from there yourself. Do something better or aim for somethiing at least close to this if you master the basics of Blender. Hey, try for 100% but be satisfied with 50%. Works all the time.

harkyman
04-03-2003, 01:08 PM
There's already a thread here for this:

http://www.cgtalk.com/showthread.php?s=&threadid=50312

Xaint
04-03-2003, 01:23 PM
Thanks guys I go check the links. I'm interested in real time games principally. Are there any downloadable demos of games made with Blender? What's with Blenders realime engine? What's the capabilities of it?

JA-forreal
04-03-2003, 09:49 PM
Yeah there are tutorial links but all you really need to do is get this little cd package-

http://www.blender3d.org/e-shop/product_info.php?cPath=21&products_id=74

Apollux
04-03-2003, 11:34 PM
Xaint, the best Blender games that I know of are not available to download, they all distributed by CD mainly. However, check this:

http://www.blender3d.org/About/?sub=Gallery

Look for the web plug-in section, it contains playable games.

The 'movies' are nothing more than scripted sceneces using the game engine. So they also show what the game engine is capable.

There are a few stand-along games also. The web plug-in section requires you to install a plugin for your browser. You don't need to have blender installed to use any of them.

Now, an important thing. ALL those games that you see are quite old, made by NaN when Blender used to be a commercial product, so they don't show the current state of things. Also, since they are internet based games they don't run as fast as the stand alones.

Somewhere in my hard disk I still have the .blend files that generated those web-based games (they were available as examples for some tutorials). So, if you want to play them at full power then must install blender 2.23/2.25 (the game engine is broken on 2.26) and send me a PM with your e-mail address, so I can send you the files.

Xaint
04-04-2003, 06:36 PM
Apollux: check your pm. -Thanx!

Mr. T: What type of tut are you plannin'? I bet no, but will there be real-time stuff? Is this CD package worth it, compared to the free tutorials on the web? I know it's not expensive, but...

The skater girl is toon shaded !? - wow, i didn't dream blender could do that. Any more features that has to be attended?

JA-forreal
04-05-2003, 12:08 AM
Firstly who's Mr.T? Not me, hehehe.

Well my tutorial should cover advanced Blender 3d character modeling and other topics that are relavant to creating a 3d character which of course includes UV mapping with Blenders wonderful uv mapping tools, rigging, etc. The depth and size of the tutorial will really depend on the available time I have to put into it. I choose to attempt to provide a tutorial that involves a complete character project from concepts to the final renders. I'm aiming at a summer or fall release.

Apollux
04-05-2003, 12:11 AM
Originally posted by Xaint
Apollux: check your pm. -Thanx!

Just did it. I sent the files to your first account and got a delivery error message, sent to your second address and got an automatic message telling that the size it too big :hmm:

Originally posted by Xaint

The skater girl is toon shaded !? - wow, i didn't dream blender could do that. Any more features that has to be attended?

Yeap, real time toon shading! neat, isn't it?:cool:

Note: Officially that is not possible, (the toon shader is only available in the linear side of blender, not in the real time). But the author managed to fake it on the game engine... in my opinion his method produces results far far better than the official one, not to mention that is lightspeed fast.

Xaint
04-05-2003, 01:20 AM
I've got the files as I vrote you. Thank you again!:beer:

Toonshade: The textures are obviously painted in toon-style using less colors, but how did he manage to achive the outline?

Apollux
04-05-2003, 01:38 AM
The textures are UV applied and hand painted. How to achieve the outline? Take a really close look at the character... (hint) especially on the Material buttons and the texture buttons.

There used to be a detailed explanation on the old NaN forums, sorry but I don't know the full answer. The amazing thing is that the materials are set in such a way that only certain specific faces are drawn depending on the position of the active cammera(s), thus increasing the toonshading Fx. :eek:

For example: Each leg is composed by separate meshes -upper and lower leg-, but the outline is drawn so perfectly (and is not drwan -on purpose- over the kneeds separation) that is really hard to notice they are two different objects.

Maybe a more experienced blenderhead has the answer.

Xaint
04-05-2003, 01:45 AM
A guy told it on elYsiun:
"I dont even think ive seen a game where theres 20 bones in an ENTIRE level at one time"
Somebody told, that it's not a problem. Is it?
If I make a game with an earlier ver. of Blender, can I import it to the most updated ver., and then publish it with the use of the new realtime engine?

I wonder when will Blender support normal mapping?:rolleyes: :surprised

Apollux
04-05-2003, 01:58 AM
Originally posted by Xaint
A guy told it on elYsiun:
"I dont even think ive seen a game where theres 20 bones in an ENTIRE level at one time"
Somebody told, that it's not a problem. Is it?


That guy (and I respect his oppinions) have to get out more offten. ANY character have more than 20 bones!!! (I'm working on a character right now that has more than 80!!!)

If I make a game with an earlier ver. of Blender, can I import it to the most updated ver., and then publish it with the use of the new realtime engine?

Hard to say, as far as I know they (developpers) haven't decided over wich pyshics system to implement. Some want the old pre-blender one, others want to adopt an open-source system that is already developed. And others want to start from scrach.

I wonder when will Blender support normal mapping?:rolleyes: :surprised

It already does, but not in the real-time engine . However, that pretty much depends on the desition they make over the previous issue.

matt_e
04-05-2003, 05:25 AM
It's done by scaling a duplicate of the mesh, slightly larger than the original, giving it a black material, and inverting the normals so they point inwards rather than outwards.

Originally posted by Xaint
I've got the files as I vrote you. Thank you again!:beer:

Toonshade: The textures are obviously painted in toon-style using less colors, but how did he manage to achive the outline?

PotatoHead
04-06-2003, 01:52 PM
http://www.coala.uniovi.es/~jandro/noname/gallery/index.php

#yafray gallery:wip:

by the way: my name's blendermax on elysiun.com:wavey:

Apollux
04-06-2003, 02:23 PM
matt_e, THANK YOU!!

That is one of those things that are so simple that I feel embarased of no having figured it out by myself.


Wellcome to our second home, PotatoHead :wavey:

JA-forreal
04-10-2003, 11:56 PM
Here is why Blender makes me feel all warm and cuddly-

Some of my Blender test renders-

http://rendermonitor.no-ip.com/forum/viewtopic.php?p=268#268

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