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Alekzsander
08-21-2009, 07:38 PM
Hi my friends here is my W.I.P of this alien i like , this is my first Blender model.

I hope you like it , = espero les guste :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/3Kamino.jpg

http://i278.photobucket.com/albums/kk106/carlos_tetris/2Kamino.jpg

http://i278.photobucket.com/albums/kk106/carlos_tetris/3Kamino.jpg

fktt
08-21-2009, 08:21 PM
looking good!

only real crit. would be that, I think I saw some inverted normals,
in edit mode with everything selected hit ctrl+n to recalculate normals,
and see if that helps. :)

Alekzsander
08-21-2009, 08:32 PM
looking good!

only real crit. would be that, I think I saw some inverted normals,
in edit mode with everything selected hit ctrl+n to recalculate normals,
and see if that helps. :)


Hi my friend yes i had that problem but i recalculate the other day :) thanks anyway

fktt
08-21-2009, 08:43 PM
ah, thought you had just taken those screens, my mistake! :)

Alekzsander
08-21-2009, 08:54 PM
ah, thought you had just taken those screens, my mistake! :)


It's a model that i start this week :) .


http://i278.photobucket.com/albums/kk106/carlos_tetris/1ne.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/2ne.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/3ne.jpg

one question ¿ how can i move this arrow in front my picture's nose ?

fktt
08-21-2009, 08:58 PM
you can disable it via hitting ctrl+space > enable/disable

or if you want to relocate the object's origin/pivot/center-point,
then I have explained it relatively recently in the following thread:
http://forums.cgsociety.org/showthread.php?f=91&t=785468


btw. nice progress the nose/loops seem to be well defined. :)

Alekzsander
08-21-2009, 09:08 PM
you can disable it via hitting ctrl+space > enable/disable

or if you want to relocate the object's origin/pivot/center-point,
then I have explained it relatively recently in the following thread:
http://forums.cgsociety.org/showthread.php?f=91&t=785468


btw. nice progress the nose/loops seem to be well defined. :)


Many thanks my friend :), i really miss the n-gnons . i try to rig it and learn other thing i hope you can help me ;)

XDragon
08-21-2009, 09:22 PM
Nice start on the modeling, I await to see where this is going.

About the Ngons, Joeedh has announced on his blog that his donation target to help him finish the Bmesh project has been met, once Bmesh is intergrated into 2.5 then you'll have Ngons.

Alekzsander
08-21-2009, 09:30 PM
Nice start on the modeling, I await to see where this is going.

About the Ngons, Joeedh has announced on his blog that his donation target to help him finish the Bmesh project has been met, once Bmesh is intergrated into 2.5 then you'll have Ngons.

OH that's great i really be happy with bmesh :) more fast modeling :).


I glad you like it .

Alekzsander
08-24-2009, 08:49 PM
hi dear Blender friends here i come :).


http://i278.photobucket.com/albums/kk106/carlos_tetris/3dee.jpg

i'm gonna start to normal map :)

Alekzsander
08-24-2009, 10:04 PM
someone can give me a video tutorial of z depth pl :)

fktt
08-24-2009, 11:32 PM
If you don't mind I'd like to know what it is your planning on doing with the Z-Depth,
something concerning compositing or..?

cause it's kind of hard do even look for a video tutorial concerning z-depth based on just that criteria alone. :D

Alekzsander
08-24-2009, 11:55 PM
If you don't mind I'd like to know what it is your planning on doing with the Z-Depth,
something concerning compositing or..?

cause it's kind of hard do even look for a video tutorial concerning z-depth based on just that criteria alone. :D


Hi my Blender friend i wanna make a short video.
I dont know too much about Blender i only one week with this and i try to learn he most i can this month :) help me pl :).

Alekzsander
08-25-2009, 12:00 AM
and i have some question more :)
- when i open my Blender i can see my camera but when i open my file with my alien i ca'nt see something ¿ maybe it has a box select like 3dmax when something is missing :)?.

please help me my friend

handlebar
08-25-2009, 12:42 AM
Could be that you've entered local mode, which isolates your object, the / key on the numpad will toggle between local and global mode.

Alekzsander
08-25-2009, 12:44 AM
Could be that you've entered local mode, which isolates your object, the / key on the numpad will toggle between local and global mode.

ok im gonna try it :).
Thanks

Alekzsander
08-25-2009, 01:09 AM
well it didn't appear :(

fktt
08-25-2009, 01:19 AM
you could have either deleted your camera object or moved it to another layer in case you can still see trough the camera when you hit the num-pad 0.



edit:

As for your Z Buffer Q.

It is quite easy to access the depth buffer(render pass) trough compositing nodes after rendering an image(preview/final, still/animation).

so here are a few wiki links that should be helpful:
http://wiki.blender.org/index.php/Doc:Manual/Render/Passes

http://wiki.blender.org/index.php/Doc:Manual/Composite_Nodes
http://wiki.blender.org/index.php/Doc:Manual/Composite_Nodes/Types/Input

fktt
08-25-2009, 01:26 AM
ahh, edited my last post, but you sneaked an answer in there already before I submitted the edit! :D

edit:

and yet somehow this reply got a time stamp before your post! :hmm:

edit2:

it's the twilight zone! 0_0

Alekzsander
08-25-2009, 01:27 AM
you could have either deleted your camera object or moved it to another layer in case you can still see trough the camera when you hit the num-pad 0.

hehehe thanks my friend :).
i had in diferents layers heheh i'm so messy :)

CGIPadawan
08-25-2009, 04:42 AM
Are you sure you have a camera in there? Noticed all the views are Ortho.

You can add cameras like you're adding any other objects or meshes.

As for the Z-depth.. the data is available from Compositor.. but after that you got me cause I have yet to use it.

If you plan to use Depth-Of-Field though, it is not very hard and the Camera can be used to control it too. :)

Nice looking Kamino and welcome to Blender! Even without the textures I can already recall the scene from Star Wars Episode 2 where they appeared!

:applause:

P.S.: Felix Kutt is right. You might have either deleted the Camera.... or you moved it on another Layer that is not visible. The same problem can occur with Lamps. This is very common for new users (and even experienced users coming back in from a long break).

Once you are able to animate this thing.. and use Compositor? You will be stuck in Blender-land forever! :P

:)

Bao2
08-25-2009, 11:33 AM
To know if your Camera was deleted or not open a "outliner window" and there you can see all the objects in your scene. Then select the camera in the outliner and then N to open the transforms and there you can enter the location you want your camera be. Or shift + s and choose selection to cursor. Or . to zoom to selected.

About the z-depth tutorial, what you want to know that you have not learned in max about z-dept. Where you chooses the format of the image of your render (default in jpeg) change it to MultiLayer. Then render and when you save the render it is an EXR that have all the renderpasses you selected (z-depth is already set by default). Then you uses this image again in a node compositing window and you can see that inside that image you can access to the z-depth image.

Cambia una vista a "Outliner" y alli puedes ver una lista con todos los objetos de tu escena. Así sabrás si has borrado la cámara accidentalmente. Crea una nueva entonces. Si la tienes la seleccionas en el outliner y ahora puedes teclear N en una vista 3D para abrir la ventana de transformaciones donde puedes poner la posicion de la cámara que quieras. O pulsa shift + s para mover la cámara a donde esté el cursor (shift + s se usa poniendo primero el cursor donde quieras, luego seleccionando el objeto y luego eliges selection to cursor). Puedes pulsar . en el teclado numérico para hacer zoom al objeto seleccionado y puedes pulsar / para entrar en modo Isolation como en max (pulsa de nuevo / para salir a modo normal).

Qué quieres conocer de z-depth que no sepas ya? ¿Cómo obtener una z-dept al hacer un render? En vez de jpg cambia la salida a MultiLayer y cuando salves el render lo salva como EXR. Ese EXR luego lo puedes cargar en una ventana de nodes para hacer el compositing y puedes ver que al cargarla puedes acceder al z-depth.

Alekzsander
08-25-2009, 02:06 PM
ahh, edited my last post, but you sneaked an answer in there already before I submitted the edit! :D

edit:

and yet somehow this reply got a time stamp before your post! :hmm:

edit2:

it's the twilight zone! 0_0
what happened did you know it,
we are in other time and dimension , i like that

Alekzsander
08-25-2009, 07:56 PM
hi BLENDER FRIENDS


- CGIPadawan thanks you like my work :)
- Bao2 gracias voy a probarlo ;)

Alekzsander
08-25-2009, 11:00 PM
hi friends i have other problem.
¿ has Blender grid in its Uv's editor?


http://i278.photobucket.com/albums/kk106/carlos_tetris/2myas.jpg

antimatter289
08-25-2009, 11:25 PM
it's there, but it only shows up for one UV space. Max's grid is a little confusing if you don't understand that UV space repeats in a square pattern (Dark blue/black grid lines define the UV space).

If you're talking about a checker pattern, in the UV Image menu at the bottom, select new, then UV Test Grid.

Alekzsander
08-25-2009, 11:31 PM
it's there, but it only shows up for one UV space. Max's grid is a little confusing if you don't understand that UV space repeats in a square pattern (Dark blue/black grid lines define the UV space).

If you're talking about a checker pattern, in the UV Image menu at the bottom, select new, then UV Test Grid.

Hi my friend max grid is not so confused :) .But i wanna know if Blender has more grid outside its Uv's grid .

antimatter289
08-25-2009, 11:35 PM
not that I'm aware of. Why would you want it? It all has to fit inside the main UV space anyway.

Alekzsander
08-25-2009, 11:49 PM
not that I'm aware of. Why would you want it? It all has to fit inside the main UV space anyway.

i work in this way with my models


http://i278.photobucket.com/albums/kk106/carlos_tetris/grid1.jpg

CGIPadawan
08-26-2009, 12:32 AM
Hello Alekzsander,


Blender does have a grid, but it's not very large. Like antimatter289 mentioned, Blender only wants to work in a single UV space. What a lot of people do is shrink the UV coordinates themselves so they fit in quarters around the UV space Blender provides.

There are a few things you are accustomed to in other applications that takes some getting used to in Blender.

But trust me, Blender's UV is one of the best once you get around to it. :)

Alekzsander
08-26-2009, 12:47 AM
Hello Alekzsander,


Blender does have a grid, but it's not very large. Like antimatter289 mentioned, Blender only wants to work in a single UV space. What a lot of people do is shrink the UV coordinates themselves so they fit in quarters around the UV space Blender provides.

There are a few things you are accustomed to in other applications that takes some getting used to in Blender.

But trust me, Blender's UV is one of the best once you get around to it. :)


well many thanks :) . i try to fix it

here i have my model with multi- materials

http://i278.photobucket.com/albums/kk106/carlos_tetris/1mm.jpg

CGIPadawan
08-26-2009, 01:53 AM
Looking VERY good so far!

Keep it up!
:wip:

That is such a clean mesh! Did you model this in Blender? Or did you import it from other application? When you started the thread you already had the model, so I'm just asking.

Thanks!

Alekzsander
08-26-2009, 02:28 PM
Looking VERY good so far!

Keep it up!
:wip:

That is such a clean mesh! Did you model this in Blender? Or did you import it from other application? When you started the thread you already had the model, so I'm just asking.

Thanks!

im sorry i was sleeping , this all make in Blender and i want to do a short movie hehehe
I hope i can do it well , i try it

CGIPadawan
08-26-2009, 11:43 PM
Very good modeling!

Do you plan to also do the Ewan McGregor Obi-Wan Kenobi?

Alekzsander
08-26-2009, 11:55 PM
Very good modeling!

Do you plan to also do the Ewan McGregor Obi-Wan Kenobi?


I glad you like it :), only the alien because i have other plans to do :),
i have to study more , Blender its really interesting :)

CGIPadawan
08-27-2009, 12:06 AM
I see. Very good work. Please keep us updated! :arteest:

Alekzsander
08-27-2009, 12:15 AM
I see. Very good work. Please keep us updated! :arteest:

thanks my friend =
gracias mi amigo ;)

antimatter289
08-27-2009, 03:21 PM
after reading this, linked to from an unrelated thread (http://www.neilblevins.com/cg_education/multiple_uv_tiles/multiple_uvs_tiles.htm)
I now understand how you were working in max. I didn't know about that feature. The corresponding feature in Blender would be Multiple UV Layers - video demo here (http://www.blender.org/features-gallery/feature-videos/?video=multi_uv) (slow server). There are of course probably more references in the wiki.

Bao2
08-27-2009, 08:20 PM
The corresponding feature in Blender would be Multiple UV Layers - video demo here (http://www.blender.org/features-gallery/feature-videos/?video=multi_uv)

Do you know if with the node editor is possible overcome the number of eight UVLayers maximum per mesh?

Alekzsander
08-27-2009, 08:35 PM
Do you know if with the node editor is possible overcome the number of eight UVLayers maximum per mesh?

i don't know yet :( , i just start learning :(.

antimatter289
08-27-2009, 09:30 PM
I don't know much at all about nodes, but it appears the 8 limit remains in 2.5 (maybe easily changeable though through the PY scripts).

Alekzsander
08-27-2009, 11:27 PM
I don't know much at all about nodes, but it appears the 8 limit remains in 2.5 (maybe easily changeable though through the PY scripts).

Well , maybe change in something :),
The last week i was intended to compile 2.5 but i have some mistakes nut i will try it this weekend in visual C ¿ maybe someone complie ?.
Thanks for all yuor help my friends :)

Alekzsander
08-28-2009, 10:44 PM
hi friends i was doing my separates Uv's in my blender :)
http://i278.photobucket.com/albums/kk106/carlos_tetris/separateparts.jpg



and my zbrush this recognize in parts ( this is a prove ). i will try to do the same in Blender :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/2zseparateparts.jpg


i start to download Blender 2.49 and Gimp , i think Blender 2.49 improve its sculpt bush.
Was trying to compile this blender without any luck but i will try this day if i ca'nt ,
i hope you can help me :)


see you

CGIPadawan
08-29-2009, 12:15 AM
Looks great.

But I'm not sure in your first image if that is how Multiple UV's work.
I think in the F6(?) panel you can add more UV's so each one is like a "different grid"?

Somebody help.

Thanks.

Alekzsander
08-29-2009, 12:27 AM
Looks great.

But I'm not sure in your first image if that is how Multiple UV's work.
I think in the F6(?) panel you can add more UV's so each one is like a "different grid"?

Somebody help.

Thanks.

Well , i don't about f6 but i will see it , thanks .
The first imagen is for making normal map in diferents parts, well i think it's possible here :) if i can do cavity will be great too :)

Bao2
08-29-2009, 01:17 AM
hi friends i was doing my separates Uv's in my blender :)

and my zbrush

You are too possesive! LOL




i start to download Blender 2.49 and Gimp , i think Blender 2.49 improve its sculpt bush.
Was trying to compile this blender without any luck but i will try this day if i ca'nt ,
i hope you can help me :)


If the one you want to compile is 2.5 I was having troubles too and last version didn't compiled because they are using some libraries that are not possible to find in Ubuntu 64 bits. I think you are in windows so I don't know.
But the good news is you don't need to try to compile. In www.graphicall.org there are compilations almost every day. Just check for a windows compilation. The mac and the windows versions are posted almost everyday.
But the 2.5 version is not usable to work. For example you can't "add and link" from other blend file. And many things don't work like for example the rotation manipulator. They are updating all the code so it is a slow process.

Alekzsander
08-29-2009, 01:41 AM
You are too possesive! LOL





If the one you want to compile is 2.5 I was having troubles too and last version didn't compiled because they are using some libraries that are not possible to find in Ubuntu 64 bits. I think you are in windows so I don't know.
But the good news is you don't need to try to compile. In www.graphicall.org (http://www.graphicall.org) there are compilations almost every day. Just check for a windows compilation. The mac and the windows versions are posted almost everyday.
But the 2.5 version is not usable to work. For example you can't "add and link" from other blend file. And many things don't work like for example the rotation manipulator. They are updating all the code so it is a slow process.


Hi Bao2 i don't know ¿why am i possesive? :), i try to learn and maybe i'm wrong but this is part of learning.
Well i 'm trying to compile 2.49 not 2.50 maybe i can make some modifications in the program that i like

Alekzsander
09-01-2009, 01:41 AM
Hi everybody i start scultping in my new Blender . i hope it can help me a lot in my details.


here with 2 subdivisions and the last one with 3 subdivisions :)


http://i278.photobucket.com/albums/kk106/carlos_tetris/1scuptBlender.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/2scuptBlender.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/3sculptblender.jpg


i'm gonna make my own alphas with my new Gimp :) . i hope you like it

CGIPadawan
09-01-2009, 07:23 AM
You should check out my thread where I sculpt with Multi-Res 6.
Multi-Res is GREAT for Sculpting (just make sure you remove Subsurf.. cause it causes crashing).

Alekzsander
09-01-2009, 07:49 PM
You should check out my thread where I sculpt with Multi-Res 6.
Multi-Res is GREAT for Sculpting (just make sure you remove Subsurf.. cause it causes crashing).


Hola brother CGIPadawan yes im working with the multi-res 2 and 3 . This month i'm gonna buy a computer more powerful :) and by the way ¿ what kind of linux is better for Blender?

http://i278.photobucket.com/albums/kk106/carlos_tetris/1scupltwork.jpg

antimatter289
09-01-2009, 09:43 PM
I would recommend Ubuntu for blender - the highest number of blender users on Linux are on Ubuntu, I think. Also, it's what they used for Big Buck Bunny (albeit is was a little customized, I think). The Blender booth at Siggraph this year used the new Animux version of Linux... I think that Ubuntu or animux would be your best bet. With Gnome, I believe.

[grammar check]I think he's saying you're possessive because you use "my" in relation to "my blender" and "my gimp" - technically wrong if you go by semantics. You can totally omit the word "my". [/grammar check]

I hope you go for an i7 with 64bit OS, LOTS of hard drive space for rendering (get a small, 80 or 160 gb drive for OS(es), and a second drive (not partition) for rendering.) Get 6gb of ram too or more. Blender is fairly unrestrictive with video card - IE, a quadro or FireGL aren't needed like they are for Max/Maya.

Alekzsander
09-01-2009, 10:01 PM
I would recommend Ubuntu for blender - the highest number of blender users on Linux are on Ubuntu, I think. Also, it's what they used for Big Buck Bunny (albeit is was a little customized, I think). The Blender booth at Siggraph this year used the new Animux version of Linux... I think that Ubuntu or animux would be your best bet. With Gnome, I believe.

[grammar check]I think he's saying you're possessive because you use "my" in relation to "my blender" and "my gimp" - technically wrong if you go by semantics. You can totally omit the word "my". [/grammar check]

I hope you go for an i7 with 64bit OS, LOTS of hard drive space for rendering (get a small, 80 or 160 gb drive for OS(es), and a second drive (not partition) for rendering.) Get 6gb of ram too or more. Blender is fairly unrestrictive with video card - IE, a quadro or FireGL aren't needed like they are for Max/Maya.


Many thanks my friend :)

Bao2
09-02-2009, 07:10 PM
I would recommend Ubuntu for blender ... With Gnome, I believe.


A curiosity: Linus Torvalds said some years ago he hoped nobody install gnome and go for KDE. It was because some tools of the system were not easy accessible from gnome (I would like to know exactly what it was what angered Linus). Gnome answer was that they tried to configure things for the user to make them work. As a windows for Linux, easy to configure.

Well, I tried KDE, and man, Linux Torvalds is wroooooong. Well, perhaps he would change its words today. KDE IS A WINDOWS in Linux: is SLOOOOOW. There is a huge change in your system responsiveness, you note how KDE slow the system. Less cycles and less memory for your programs. Also KDE is taking steps nobody wants. For example, make a link in your desktop to a program is a nightmare in KDE. I just abandoned KDE for the links, they are going for a virtual desktop and a lot of things nobody likes. This virtual desktop is what is slowing all the system, and also it creates conflicts and is buggy.

So, of course: Gnome. If you install Ubuntu it comes already with gnome.



[grammar check]I think he's saying you're possessive because you use "my" in relation to "my blender" and "my gimp" - technically wrong if you go by semantics. You can totally omit the word "my". [/grammar check]


Of course, it is not "his blender". It is ours too!

Alekzsander
09-02-2009, 08:11 PM
A curiosity: Linus Torvalds said some years ago he hoped nobody install gnome and go for KDE. It was because some tools of the system were not easy accessible from gnome (I would like to know exactly what it was what angered Linus). Gnome answer was that they tried to configure things for the user to make them work. As a windows for Linux, easy to configure.

Well, I tried KDE, and man, Linux Torvalds is wroooooong. Well, perhaps he would change its words today. KDE IS A WINDOWS in Linux: is SLOOOOOW. There is a huge change in your system responsiveness, you note how KDE slow the system. Less cycles and less memory for your programs. Also KDE is taking steps nobody wants. For example, make a link in your desktop to a program is a nightmare in KDE. I just abandoned KDE for the links, they are going for a virtual desktop and a lot of things nobody likes. This virtual desktop is what is slowing all the system, and also it creates conflicts and is buggy.

So, of course: Gnome. If you install Ubuntu it comes already with gnome.




Of course, it is not "his blender". It is ours too!


Oh i see but man ¿ what would you recomend me? y gracias por el aviso

Of course, it is not "his blender". It is ours too!

sorry man BUT ITS MY BLENDER :) HEEHEH

fktt
09-02-2009, 11:06 PM
A curiosity: Linus Torvalds said some years ago he hoped nobody install gnome and go for KDE. It was because some tools of the system were not easy accessible from gnome (I would like to know exactly what it was what angered Linus). Gnome answer was that they tried to configure things for the user to make them work. As a windows for Linux, easy to configure.

Actually, what Linus criticized was that in KDE everything is configurable,
whilst in gnome not everything is, and some things that are, like creating your own custom themes,
need to be done through other external applications.


Hope this clears it. :)

ps. yeah, I prefer gnome too. :)

Alekzsander
09-02-2009, 11:23 PM
Actually, what Linus criticized was that in KDE everything is configurable,
whilst in gnome not everything is, and some things that are, like creating your own custom themes,
need to be done through other external applications.


Hope this clears it. :)

ps. yeah, I prefer gnome too. :)

ok i'm gonna prove it , with my new computer :)

Alekzsander
09-02-2009, 11:37 PM
I think it's time to learn how create bones in Blender :)

CGIPadawan
09-02-2009, 11:45 PM
I think it's time to learn how create bones in Blender :)

Then my fellow padawan... it is time for you to read this:

http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation

EXCELLENT tutorial! Includes sections about Foot planting, Knee controls using Tracking Bones, Walk Cycles, IK, and Facial Animation.

Even includes modelling of characters. :)

Thankfully the Kamino's eyeballs don't need to move as a human eye does since if I remember it's just a translucent jelly-material. :)

Alekzsander
09-03-2009, 12:09 AM
Then my fellow padawan... it is time for you to read this:

http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation

EXCELLENT tutorial! Includes sections about Foot planting, Knee controls using Tracking Bones, Walk Cycles, IK, and Facial Animation.

Even includes modelling of characters. :)

Thankfully the Kamino's eyeballs don't need to move as a human eye does since if I remember it's just a translucent jelly-material. :)

Many thanks i'm gonna be very busy learning severals things this month :), hehehe.

Bao2
09-03-2009, 01:13 PM
Oh i see but man ¿ what would you recomend me? y gracias por el aviso


If you don't want to have any any any any problem: Ubuntu 32bits

If you like solving problems and you want maximum speed: Ubuntu 64bits (you will find that you can't see the videos in sites like youtube but that is easily solved, just post here if you don't find how and I will help you).

Alekzsander
09-05-2009, 12:44 AM
If you don't want to have any any any any problem: Ubuntu 32bits

If you like solving problems and you want maximum speed: Ubuntu 64bits (you will find that you can't see the videos in sites like youtube but that is easily solved, just post here if you don't find how and I will help you).

Hi Bao2 :) hehehe.
Well i come with a prove with the sculpt :( , well with my actual compu is very slowwwww...
But this a prove until i buy me new one :).
I have some problems, i want to separate the eyes and the cloth of my alien in differents layers but i can't ,well maybe i have to do again the sculpt and separate respectively.

CGIPadawan- the rig tutorial is very nice i'm learning a lot thanks :).
well this days i will prove more :). by the way i heard that Blender has a smooth stroke like
( Zbrush's Lazy mouse ) ¿ that's true ? .

http://i278.photobucket.com/albums/kk106/carlos_tetris/4pruebadesculpt.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/3pruebadesculpt.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/2pruebadesculpt.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/1pruebadesculpt.jpg

see you soon

CGIPadawan
09-05-2009, 01:02 AM
This looks great.

When are we going to see the rest of the Kamino?

And the set the Kamino will walk around in too!

:applause:

Alekzsander
09-05-2009, 01:20 AM
This looks great.

When are we going to see the rest of the Kamino?

And the set the Kamino will walk around in too!

:applause:

Hehehe many thanks my brother .
Well i try to make a little short when the Rendu speak hehehe i hope it turn out good
and present this for siggraph .
¿ When it start? mmm

Bao2
09-05-2009, 02:11 PM
I have some problems, i want to separate the eyes and the cloth of my alien in differents layers but i can't ,well maybe i have to do again the sculpt and separate respectively.


Enter edit mode, select the faces and P to separate to a new object and then move each object to the layer you want with M. Or am I understanding you wrong?

About hiding faces to speed your viewport look at the wiki sculpt tool:
http://wiki.blender.org/index.php/Doc:Manual/Modelling/Meshes/Sculpting

Also when you see your computer is slow join all the 3D Views to only one because the number of 3D Views makes it slow.

Alekzsander
09-06-2009, 04:54 PM
Enter edit mode, select the faces and P to separate to a new object and then move each object to the layer you want with M. Or am I understanding you wrong?

About hiding faces to speed your viewport look at the wiki sculpt tool:
http://wiki.blender.org/index.php/Doc:Manual/Modelling/Meshes/Sculpting

Also when you see your computer is slow join all the 3D Views to only one because the number of 3D Views makes it slow.

Hi Bao2 you are right :), but after separate in parts i can't work in the layer :(
i don't no why and always show this ( activate object is not in the layer) :(.


http://i278.photobucket.com/albums/kk106/carlos_tetris/11noseactiva.jpg

---only the last layer, i did works right


http://i278.photobucket.com/albums/kk106/carlos_tetris/12seactiva.jpg



Hi CGIPadawan :) , yes after my little short movie , i will work the rest of the body because i'm a little busy this days learning :), but i like this and make feel better every day thanks my friends

fktt
09-07-2009, 02:01 PM
you can only sculpt the active object, and the active object is the last one you have selected,
so select the part you want to sculpt first. :)

antimatter289
09-07-2009, 09:23 PM
hey, back to the UV layout issue from a couple pages ago - turns out it is possible, just not intuitive. check out this post on BA: http://blenderartists.org/forum/showpost.php?p=1418767&postcount=407 (from this thread: http://blenderartists.org/forum/showthread.php?t=117247&page=21)

Anyway, good luck with sculpting.. looking good so far. :)

Alekzsander
09-08-2009, 12:04 AM
you can only sculpt the active object, and the active object is the last one you have selected,
so select the part you want to sculpt first. :)


Hi fktt , yes i noticed that yesterday mmmmmmmmm :( maybe it's a bug well it doesn't work in that way is not intuitive.

hey, back to the UV layout issue from a couple pages ago - turns out it is possible, just not intuitive. check out this post on BA: http://blenderartists.org/forum/sho...7&postcount=407 (http://blenderartists.org/forum/showpost.php?p=1418767&postcount=407) (from this thread: http://blenderartists.org/forum/sho...=117247&page=21 (http://blenderartists.org/forum/showthread.php?t=117247&page=21))

Anyway, good luck with sculpting.. looking good so far.

yes i was in the right way :). well many thanks you like my alien , i think that will work the rest of the body , i 'm gonna draw some sketches this week :)

Alekzsander
09-08-2009, 02:12 AM
well my friends , i draw something very fast with my old mouse heeheh:).
I don't see very down in it's feet mmm .
- I think they are gonna improve the Sculpt but someone knows ¿ what kind of improvements ?.
well Alphas in Blender are really terrible, i think i have to prove more :)


http://i278.photobucket.com/albums/kk106/carlos_tetris/16.jpg

CGIPadawan
09-08-2009, 02:43 AM
Alphas in Blender are bad?

What do you mean?
I use Alphas for many things from glass, to VFX plates in Blender...

Did you have a particular problem?

Alekzsander
09-08-2009, 11:34 PM
Alphas in Blender are bad?

What do you mean?
I use Alphas for many things from glass, to VFX plates in Blender...

Did you have a particular problem?

Sorry they aren't so bad :), but they seems to me a little strange when i work with them.
- here in zbrush i can rotate the texture without distortion the mesh but in Blender is the opposite :( .
maybe in 2.50 is gonna be resolved this little problem :) .



http://i278.photobucket.com/albums/kk106/carlos_tetris/zalpha.jpg

http://i278.photobucket.com/albums/kk106/carlos_tetris/zalpha2.jpg

CGIPadawan
09-08-2009, 11:59 PM
(DOUBLE POST)

CGIPadawan
09-09-2009, 12:02 AM
Ah yes.. Textures stretching and distortion!

TERRIBLE in Blender!

I have only found a couple of solutions to it:

1) Use 4,096 x 4,096 UV Textures.... and have the discipline never to rotate the textures or move them around.

2) Use Texture Paint mode to "test" where the stretch areas are... In Texture Paint mode you can "spray paint" the model... and it applies the color to a UV-ed map... you can see exactly how much stretch exists and correct it all.

3) You can also use "UV Stretch":
http://www.blender.org/development/release-logs/blender-246/uv-editing/

P.S.: Saw that you are using Multires 3 for sculpting.. Best results are achieved with Multires 6 when sculpting.. so you get less of those distort artifacts.


:thumbsup:

Alekzsander
09-09-2009, 12:08 AM
Ah yes.. Textures stretching and distortion!

TERRIBLE in Blender!

I have only found a couple of solutions to it:

1) Use 4,096 x 4,096 UV Textures.... and have the discipline never to rotate the textures or move them around.

2) Use Texture Paint mode to "test" where the stretch areas are... In Texture Paint mode you can "spray paint" the model... and it applies the color to a UV-ed map... you can see exactly how much stretch exists and correct it all.


ok thanks for your tip :).
Yesterday i have compiled Blender , maybe i can solve this problem hehehe:) ,i hope so , i was thinking in others modifications too

Alekzsander
09-09-2009, 01:52 AM
hi here i come with a little update :).


http://i278.photobucket.com/albums/kk106/carlos_tetris/avance1.jpg

Alekzsander
09-09-2009, 11:20 PM
P.S.: Saw that you are using Multires 3 for sculpting.. Best results are achieved with Multires 6 when sculpting.. so you get less of those distort artifacts.


:thumbsup:

Yes i used multires 3 and zbrush 3 too :), when my new compu i know i can work more than multires 6 :) hehehe.

Alekzsander
09-10-2009, 11:36 PM
Hola a todos :),
here i come with a new uptade i hope you like it


http://i278.photobucket.com/albums/kk106/carlos_tetris/1armadurak.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/2armadurak.jpg




http://i278.photobucket.com/albums/kk106/carlos_tetris/3armadurak.jpg

CGIPadawan
09-11-2009, 12:12 AM
Is the line down the center of the breastplate a result of sculpting?

Alekzsander
09-11-2009, 12:16 AM
Is the line down the center of the breastplate a result of sculpting?


Hi CGIPadawan is the model with mirror , not a sculpt :)

handlebar
09-11-2009, 06:58 PM
If you turn on do clpping in the mirror modifier panel it will keep your centre seam verts from crossing.

Alekzsander
09-11-2009, 08:18 PM
If you turn on do clpping in the mirror modifier panel it will keep your centre seam verts from crossing.


hi handlebar , i only move backwards :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/4kami-1.jpg

Alekzsander
09-12-2009, 02:08 AM
Hi , here another update.
Tomorrow i 'll begin with the hands :)


http://i278.photobucket.com/albums/kk106/carlos_tetris/1vestiddokamino.jpg

CGIPadawan
09-12-2009, 02:41 AM
It looks like a solid job all around!

Noticed though the names are still "Cube" and "Cube.001"

It's a good practice to name everything properly. Helps you find it easily later in Outliner or just helps to avoid confusion. :D

I was hoping you were doing "Obi Wan vs Jango Fett"... but the kamino is still great hehehe. :)

Alekzsander
09-14-2009, 01:46 PM
It looks like a solid job all around!

Noticed though the names are still "Cube" and "Cube.001"

It's a good practice to name everything properly. Helps you find it easily later in Outliner or just helps to avoid confusion. :D

I was hoping you were doing "Obi Wan vs Jango Fett"... but the kamino is still great hehehe. :)


Hi CGIPadawan , sorry to answer late , i was in a little travel with my girlfriend heheeh.
Thanks you like it my work ( it 's just the begining) hehehe

Alekzsander
09-14-2009, 11:14 PM
It looks like a solid job all around!

Noticed though the names are still "Cube" and "Cube.001"

It's a good practice to name everything properly. Helps you find it easily later in Outliner or just helps to avoid confusion. :D

:)

¿How can i do that hehehe?

Alekzsander
09-14-2009, 11:41 PM
Opssss hehehe in my tranform properties i can change he names :) :) :) :)

DanielWray
09-16-2009, 12:22 PM
Not sure if you solved your alpha sculpting problem, but use "anchored" brushes, it'll give you much better results, you simply right click and hold it down and move the mouse around to scale the brush/ texture/ alpha. Very usefull for getting detailed sculpting work done.

Nevroptere
09-16-2009, 03:49 PM
Opssss hehehe in my tranform properties i can change he names :) :) :) :)

You can do it directly in the outliner too > ctrl + clic on a name to change it

Alekzsander
09-17-2009, 09:41 PM
Not sure if you solved your alpha sculpting problem, but use "anchored" brushes, it'll give you much better results, you simply right click and hold it down and move the mouse around to scale the brush/ texture/ alpha. Very usefull for getting detailed sculpting work done.


Yes it must be the solution :), my friend


You can do it directly in the outliner too > ctrl + clic on a name to change it

ok thanks for the tip :).

Well after all , i thinking to render in luxrender for the little movie i will do ,
¿what do you think about that my friends it's gonna be a good idea ?

cheers

fktt
09-18-2009, 12:16 AM
Well after all , i thinking to render in luxrender for the little movie i will do ,
¿what do you think about that my friends it's gonna be a good idea ?


I think its going to take a loooooooong time to render, probably. :)


for animations I'd stick with blender internal, but hey, your choice!

PS: didn't know Lux. does animation yet.

CGIPadawan
09-18-2009, 12:21 AM
Honestly, I don't understand why some people just don't want to use Blender Internal.

Okay, it's got some issues, but it's not that bad. BI can get a required result if you "flip enough switches".

Alekzsander
09-18-2009, 12:29 AM
I think its going to take a loooooooong time to render, probably. :)


for animations I'd stick with blender internal, but hey, your choice!

PS: didn't know Lux. does animation yet.

Honestly, I don't understand why some people just don't want to use Blender Internal.

Okay, it's got some issues, but it's not that bad. BI can get a required result if you "flip enough switches".

Hehehe thanks for your quick answers my friends :)

Alekzsander
09-19-2009, 01:56 AM
Hi , didn't have enough time for my work :( , and all the tutorials that i'm studying :) hehehe.
well here a little advance

http://i278.photobucket.com/albums/kk106/carlos_tetris/2mano.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/1mano.jpg

CGIPadawan
09-19-2009, 03:15 AM
I've been looking at Kamino pics from STAR WARS Episode 2 and I think there's a lot more work to come for this project.

Even if it's just one Kamino walking around the landing port or through the corridor of the cloning factory... There's a lot of set building, lighting, even compositing required.

Can't wait to see those.

Alekzsander
09-19-2009, 05:28 PM
I've been looking at Kamino pics from STAR WARS Episode 2 and I think there's a lot more work to come for this project.

Even if it's just one Kamino walking around the landing port or through the corridor of the cloning factory... There's a lot of set building, lighting, even compositing required.

Can't wait to see those.


heheeh :) ,i have a hard path to walk

Alekzsander
10-08-2009, 01:32 AM
Hey.... long time to enter here , Hi everybody.
Well this time i was learning and learning and really like much more than ever :).
I'm gonna start with the walls. i'll try to do almost the same .
I'm glad hehheehheeh see you
http://i278.photobucket.com/albums/kk106/carlos_tetris/2kdf.jpg

CGIPadawan
10-08-2009, 03:58 AM
Hmmm... shouldn't you be using the basis pictures from the Plant Tour Scene?
This one's totally blurred out.

This is gonna be good. :)

Alekzsander
10-08-2009, 08:17 PM
Hmmm... shouldn't you be using the basis pictures from the Plant Tour Scene?
This one's totally blurred out.

This is gonna be good. :)
Well this is picture of the movie , i'm gonna do other .
Its only a reference :)

Alekzsander
10-24-2009, 10:59 PM
Well long time to start to work this concept again :( .
here i'm doing the part of the factory , i'm gonna have more time to work :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/21.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/22.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/20KAMINO.jpg

MagieSo
10-25-2009, 03:59 AM
Ohhh your character is really amazing, I like it :cool: .

kisses!!

Alekzsander
10-26-2009, 07:55 PM
Ohhh your character is really amazing, I like it :cool: .

kisses!!

Thanks my darling (F)
I know you like it like you like me (K) :)

Alekzsander
10-28-2009, 02:29 AM
Don't worry my friend fktt (http://forums.cgsociety.org/member.php?u=218023) i will work on it :) :)

kilon
10-30-2009, 01:17 PM
Well done so far, your work is very good,

Alekzsander
10-30-2009, 07:37 PM
Well done so far, your work is very good,


Thanks you like it

Alekzsander
11-26-2009, 04:32 PM
Well , today start adding more detail to my creature , i think i can send it to SIGGRAPH (http://feedproxy.google.com/%7Er/Blendernation/%7E3/OkpgZXC0xjE/)
hehehe :)


http://i278.photobucket.com/albums/kk106/carlos_tetris/1-5.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/2-8.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/3-4.jpg

Alekzsander
11-27-2009, 08:31 PM
hey , some render i did yesterday .
Well you heard about
Open community renderfarm - now with luxrender support
(http://www.luxrender.net/forum/viewtopic.php?f=16&t=2808&start=10&sid=99ea1e04fac208661cc873f13de39881)

¿will it be good for animation render?

http://i278.photobucket.com/albums/kk106/carlos_tetris/4-4.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/5-2.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/6-2.jpg

Alekzsander
11-28-2009, 11:27 PM
Hi, my blender friends today post learning spline inside Blender really nice :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/7-1.jpg

i hope you like it

fktt
11-29-2009, 04:26 PM
keeps looking better, and better, so keep going. :D

Alekzsander
11-29-2009, 04:52 PM
keeps looking better, and better, so keep going. :D

Ohhh many thanks . i wanna finish it before SIGGRAPH (http://feedproxy.google.com/%7Er/Blendernation/%7E3/OkpgZXC0xjE/) .
After that probably, i talk with some people i met to make a movie hehehe using Blender .
Hope it can be true the next year but now to start to work in my proyect

:)

Alekzsander
11-29-2009, 05:22 PM
By the way ,
is there a BEND modifier in Blender?

SORRY i found it :)

Alekzsander
11-30-2009, 06:10 PM
Hi friends , i have a trouble
- how can i bend this way ?
i don't know how use the bend of Blender seems strange for me :(

http://i278.photobucket.com/albums/kk106/carlos_tetris/9-1.jpg

DanielWray
11-30-2009, 06:22 PM
You could create a lattice object, use the edit panel to increase the subdivision, parent the mesh to the lattice and then bend the lattice object.

Alekzsander
11-30-2009, 06:31 PM
You could create a lattice object, use the edit panel to increase the subdivision, parent the mesh to the lattice and then bend the lattice object.

ok i will prove it , thanks :)

antimatter289
11-30-2009, 06:32 PM
try the attached blend (curve modifier). more accurate and smooth curves for this type of bend).
the further away the object is from the curve, the larger the radii become.

Alekzsander
11-30-2009, 06:37 PM
try the attached blend (curve modifier). more accurate and smooth curves for this type of bend).
the further away the object is from the curve, the larger the radii become.

ok many thanks

Alekzsander
11-30-2009, 06:39 PM
sorry ,where i put this file?

antimatter289
11-30-2009, 07:11 PM
anywhere, just unzip and open the .blend - should look like this:

Alekzsander
11-30-2009, 07:45 PM
anywhere, just unzip and open the .blend - should look like this:

HEHEHE i thought it was a plugin :).
But this is i wanna know , i'm a Max user the bend was so simple but in Blender i can't understand how it works :;(

Any idea

Alekzsander
11-30-2009, 09:21 PM
well , i prove the lattice mod. looks nice :;)


http://i278.photobucket.com/albums/kk106/carlos_tetris/10-1.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/11-1.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/12-2.jpg

antimatter289
11-30-2009, 09:32 PM
Yeah, the modifiers in Max don't really translate over to Blender.

The way I did that was to make a curve object, set it to be the parent curve in the Curve Modifier, which needs to be applied to the object you want to deform. Then deform the curve. It's more like the path follow modifier. It would be nice to have things like bend, twist, noise and squeeze, but they don't exist as is.

Lattice is a close approximation to all of those, except noise, where an animated cloud texture + displacement modifier would do. The modifiers in Blender as still somewhat young, with lots of room for growth, especially now with the new under the hood code and animatability of everything.

There's no reason why more mesh deform-like modifiers can't start popping up as soon as someone codes them... but this isn't a "turn blender into max" thread, just an understanding of how to get the some effect.

cheers.

Alekzsander
11-30-2009, 09:36 PM
Yeah, the modifiers in Max don't really translate over to Blender.

The way I did that was to make a curve object, set it to be the parent curve in the Curve Modifier, which needs to be applied to the object you want to deform. Then deform the curve. It's more like the path follow modifier. It would be nice to have things like bend, twist, noise and squeeze, but they don't exist as is.

Lattice is a close approximation to all of those, except noise, where an animated cloud texture + displacement modifier would do. The modifiers in Blender as still somewhat young, with lots of room for growth, especially now with the new under the hood code and animatability of everything.

There's no reason why more mesh deform-like modifiers can't start popping up as soon as someone codes them... but this isn't a "turn blender into max" thread, just an understanding of how to get the some effect.

cheers.

Ok friend , hope it can turn more friendly soon :)

Alekzsander
12-01-2009, 12:15 AM
another advance :)


http://i278.photobucket.com/albums/kk106/carlos_tetris/13.jpg

Alekzsander
12-03-2009, 10:07 PM
Well, i love Blender jajuaujaju : )

I played with the lattice :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/14.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/15.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/16-1.jpg

Alekzsander
12-04-2009, 01:19 AM
Hi my friends i have a little problem ,

-
I always want to select the next bone and the selection return to object mode :(?
Well i think it should always be in weight paint in every right click select , help me :()

http://i278.photobucket.com/albums/kk106/carlos_tetris/17.jpg

Alekzsander
12-04-2009, 09:00 PM
HI FRIENDS i have other question
-¿ can i see my wire while weight paint my model?

DanielWray
12-04-2009, 09:18 PM
If you leave the bone in pose mode, when you right click it in weight paint mode (with the mesh your working on selected) it'll select that bone in pose mode and show you the weight values on the mesh.

To see the wire frame while weight painting, in weight painting mode hit the F key, it'll show the wire frame, it's a masking tool, but with if you select all the mesh you can paint on it normally while seeing the wire frame.

Alekzsander
12-04-2009, 09:30 PM
If you leave the bone in pose mode, when you right click it in weight paint mode (with the mesh your working on selected) it'll select that bone in pose mode and show you the weight values on the mesh.

To see the wire frame while weight painting, in weight painting mode hit the F key, it'll show the wire frame, it's a masking tool, but with if you select all the mesh you can paint on it normally while seeing the wire frame.


THE FIRST AND second one it was exactly what you say :) , many thanks my friend :)

antimatter289
12-05-2009, 03:31 AM
If you want to see the wire without the mask effect, you can turn on "Wire" in Draw Extra, in the Draw Panel, in the Object Window (F7)

Alekzsander
12-05-2009, 01:53 PM
If you want to see the wire without the mask effect, you can turn on "Wire" in Draw Extra, in the Draw Panel, in the Object Window (F7)


Ohhh nice looks cool :) . thanks

Alekzsander
12-23-2009, 08:51 PM
Sorry men but i have a little problem here

i wanna fake lights but when i try it nothing change :( in my visor and i think the sphere down should be the same like the sphere up

http://i278.photobucket.com/albums/kk106/carlos_tetris/5-3.jpg

antimatter289
12-23-2009, 09:32 PM
I think your setup is incomplete... http://www.geneome.net/blender/writtentutorials/matnodes.html#Normal

Alekzsander
12-23-2009, 09:49 PM
I think your setup is incomplete... http://www.geneome.net/blender/writtentutorials/matnodes.html#Normal


Thanks i'll see it

DanielWray
12-23-2009, 09:54 PM
I don't think that will work (The faking of lights).

But try plugging the normal node into the "Normal" input of the material and then connect the "color" output to the output node.

At the moment you have the normals information going from the material to the normal node, which is sending the normal data to a color input, which won't work.

If you could explain a little better about what you mean about "Faking lights" Do you want the model to be shadeless in the view-port or do you want to fake some sort of AO etc?


EDIT!: I just re-read your post, if you go the "Game" header in the upper menu (the one with file, add etc) you'll see, under the "Game" head, an option to turn on GLSL shaders in the view-port.

Select this option and then go into the textured mode, that should, depending on your node set-up show what ever is in the material preview window.

Alekzsander
12-23-2009, 10:15 PM
I don't think that will work (The faking of lights).

But try plugging the normal node into the "Normal" input of the material and then connect the "color" output to the output node.

At the moment you have the normals information going from the material to the normal node, which is sending the normal data to a color input, which won't work.

If you could explain a little better about what you mean about "Faking lights" Do you want the model to be shadeless in the view-port or do you want to fake some sort of AO etc?


EDIT!: I just re-read your post, if you go the "Game" header in the upper menu (the one with file, add etc) you'll see, under the "Game" head, an option to turn on GLSL shaders in the view-port.

Select this option and then go into the textured mode, that should, depending on your node set-up show what ever is in the material preview window.

Well ,i get confused :) .

I want a model to be shadeless in the view-port .

Well ,i thought i could have some interesting color in my model :p.

Maybe i try a deferent way

fktt
12-23-2009, 11:11 PM
here:

http://www.pasteall.org/pic/show.php?id=639
http://www.pasteall.org/pic/639

DanielWray
12-23-2009, 11:14 PM
Well ,i get confused :) .

I want a model to be shadeless in the view-port .

Well ,i thought i could have some interesting color in my model :p.

Maybe i try a deferent way

If you want it shadeless in the view-port just check "Shadeless" :)

If you want some interesting colours you could add some cloud textures and playing with the colours and mapping/ opacity etc. Also the post above is a good example of how to use the nodes.

Alekzsander
12-23-2009, 11:24 PM
If you want it shadeless in the view-port just check "Shadeless" :)

If you want some interesting colours you could add some cloud textures and playing with the colours and mapping/ opacity etc. Also the post above is a good example of how to use the nodes.

i'll start with that and not complicate me too much :)

Alekzsander
05-08-2010, 06:18 PM
Hola , tanto tiempo sin verlos muchachos hehehe :P.

Hi ,how are you , after long time i continue working with my model :).


http://i278.photobucket.com/albums/kk106/carlos_tetris/Alien2-1.jpg

kbts
05-14-2010, 04:40 PM
good work, i like this character .. is of the stars wars?

I waiting that you make a render wiht textures.

Good job.

Alekzsander
05-14-2010, 11:50 PM
good work, i like this character .. is of the stars wars?

I waiting that you make a render wiht textures.

Good job.


Oh thanks , i will start doing several changes in june these days i was really busy .

i ,hope you enjoy the upcoming things

DolcheFarNiente
05-15-2010, 02:11 AM
que puedo decir, en esta si me cautive por a topologia aunque no enseñes el wire lo puedo imaginar muy bien y espero que sea asi encorde a mi imaginacion :), definitivamente quedaria muy bueno con un trabajo muy elaborado de materiales, claro a Nodos me refiero y sus respectivos mapas de normales para las texturas de la piel, pero en general lo veo con buena pinta, lo pondre en mis favoritos para ir viendo los progresos, Suerte hermano !

Alekzsander
05-15-2010, 03:57 PM
que puedo decir, en esta si me cautive por a topologia aunque no enseñes el wire lo puedo imaginar muy bien y espero que sea asi encorde a mi imaginacion :), definitivamente quedaria muy bueno con un trabajo muy elaborado de materiales, claro a Nodos me refiero y sus respectivos mapas de normales para las texturas de la piel, pero en general lo veo con buena pinta, lo pondre en mis favoritos para ir viendo los progresos, Suerte hermano !


Hi, :) Muchachos :).

i'm gonna work harder in this :)

Alekzsander
07-14-2010, 12:59 AM
Well . i ' ll work this proyect in Blender 2.5 too :).


http://i278.photobucket.com/albums/kk106/carlos_tetris/my.jpg

Alekzsander
07-16-2010, 01:34 AM
Hi friends , i was playing with the new sculpt and i begin to work in my other character for this animation :).

Well, here still in progress ewan mcgregor :P.
See you


http://i278.photobucket.com/albums/kk106/carlos_tetris/2mcgregor.jpg



http://i278.photobucket.com/albums/kk106/carlos_tetris/3mcgregor.jpg

Alekzsander
10-01-2010, 06:03 PM
Hola , after learning a little more i render my new sculpt character

http://i278.photobucket.com/albums/kk106/carlos_tetris/estaes.jpg

Ayreon
10-01-2010, 06:14 PM
That's looking great already. Just a little bit to much red in the eyes on the outsides imho. And it's to obvious that the eyes have the same texture because of the black spot in the lower part of the iris.
I can't wait to see how he is going to look with more textures! Keep us updated and good luck!

Alekzsander
10-03-2010, 01:35 AM
That's looking great already. Just a little bit to much red in the eyes on the outsides imho. And it's to obvious that the eyes have the same texture because of the black spot in the lower part of the iris.
I can't wait to see how he is going to look with more textures! Keep us updated and good luck!

Hi , thanks you like it but i have few time to do it :'(.

twohot
10-04-2010, 10:20 AM
The red in the eye might just be okay ... it all depends on how it relates to the rest of the character and general concept. By the time the skin texture comes on, it will be easier to decide .... may be he just passed through gas-laden smoke, or is coming fresh from the kitchen after slicing onions ... you know what I mean?

Alekzsander
10-04-2010, 06:21 PM
The red in the eye might just be okay ... it all depends on how it relates to the rest of the character and general concept. By the time the skin texture comes on, it will be easier to decide .... may be he just passed through gas-laden smoke, or is coming fresh from the kitchen after slicing onions ... you know what I mean?


More or less :P.

Alekzsander
10-06-2010, 02:14 AM
Hi, i don't know if everybody ahs the same problem like me but
- i can't see my UV's grid in my concept .
someone knows how can i do it i heard it was Alt + C but don't work for me :(

twohot
10-06-2010, 02:16 PM
Hi, i don't know if everybody ahs the same problem like me but
- i can't see my UV's grid in my concept .
someone knows how can i do it i heard it was Alt + C but don't work for me :(

NOT CLEAR what you mean.

Alekzsander
10-06-2010, 05:03 PM
NOT CLEAR what you mean.

:) Don't worry here my imagen , i can't see my cheker in my model to fix in some place and other thing more

I feel this Blender very slowwwwwwwwwwww almost impossible to work :( ,i'm getting frustating right now :(

http://i278.photobucket.com/albums/kk106/carlos_tetris/muestra.jpg

fktt
10-06-2010, 05:55 PM
Hit the N key over the 3d view and locate the 'Display' tab,
enable 'Textured Solid' so you can see the active texture mapped on to the mesh in solid shading mode.

hope this helps.

Alekzsander
10-07-2010, 01:23 AM
Hit the N key over the 3d view and locate the 'Display' tab,
enable 'Textured Solid' so you can see the active texture mapped on to the mesh in solid shading mode.

hope this helps.

Yes , it works Fktt :P.
Thanks hehehee(F)

Alekzsander
10-09-2010, 07:56 PM
Hola amigos :P.

Here i detail a little some parts of my TAUN WE i forgot the nose area :P.
Well i think a little symmetrical veins i will work in this more :)

Hope you like it .
Chau

http://i278.photobucket.com/albums/kk106/carlos_tetris/enviar.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/enviar2.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/enviar3.jpg

Alekzsander
11-28-2010, 10:20 PM
Hello , my friends i was working a little :).

Hope you like it

http://i278.photobucket.com/albums/kk106/carlos_tetris/1alienka.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/2alienka.jpg


http://i278.photobucket.com/albums/kk106/carlos_tetris/3alienka.jpg

Aids
12-18-2010, 10:30 PM
wow yeah i really like the detail on the face, starting to look like a real alien.. (not that i know what a real alien looks like… or do I…)

Alekzsander
01-04-2011, 11:04 PM
wow yeah i really like the detail on the face, starting to look like a real alien.. (not that i know what a real alien looks like… or do I…)

Thanks , it like it :).

Maybe i know how they look :) see you

Alekzsander
07-25-2011, 02:29 PM
Well. i have some problems with my scupt model and my Uv's it was a terrible headache hehehe:,(. :banghead:

I will try to do it in a more simple way :sad: .

Espero hacerlo pronto chau

Alekzsander
01-15-2012, 12:26 PM
here a model only fo fun :)

http://i278.photobucket.com/albums/kk106/carlos_tetris/1yoda20prueba.jpg