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Adventures across the 3rd dimension

13 Oct 2021 12:07 #37229 by Banj
Cloth dynamics? 

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13 Oct 2021 14:39 #37233 by Charlotte

Any an all misspellings are henceforth blamed on the cats.

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13 Oct 2021 20:07 - 13 Oct 2021 20:31 #37243 by Valence
Nope. This is not working at all. :nope:

 

I feel like I'm wasting a lot of time not achieving anything and not learning anything either.
It may be time to put the axe idea away for good. :pout:

EDIT: After posting that I had a brainwave and painted some quick Dirty Vertex Colours to increase the depth/sharpness of the cavities and it sort of looks a bit better...

 

Still not the same visual style as the Orc but maybe the axe idea isn't dead yet. :P
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13 Oct 2021 21:01 #37245 by Charlotte
I'm still impressed.

I've done absolutely nothing at all today :P

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14 Oct 2021 14:24 #37249 by Valence
I am currently learning about "holding edges". :confident:
My complete ignorance of this concept is why my poly-modelled subdivision axe (not the one pictured, that was the lumpy sculpted one) kept losing its shape AND why it looked like a silly balloon when shaded smooth.

*goes back to watch end of video to learn more*

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14 Oct 2021 14:44 - 14 Oct 2021 14:47 #37251 by Banj
That's a pretty solid looking axe. Texturing goes a long way to making models look convincing. Holding edges are pretty straight forward to get the hang of. The harder the edge you want, the closer to it you add an additional edge loop to prevent it rounding as much.

EDIT -  This is the sword I was working on last night for my Orc, which uses those very holding edges and subdivision surfaces you are investigating.

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14 Oct 2021 15:13 #37252 by Valence
Yes, I'm think of switching to a sword too. :pirate:
The shape is a little easier to model. :P
And that one looks pretty damn good. :thumbup:

That second version of the axe doesn't look too bad on its own but when I put it with the Orc it looks very odd. It looks like a much lower resolution (even though it isn't. That bumpy noise texture on his skin makes the Orc appear much more detailed than it is) plus they seem to behave differently under the same light and I guess that's mainly down to using vertex paint to fudge some of the shading.

I think poly-modelling is the better option for these things so I'll work more on that next.

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14 Oct 2021 15:28 #37253 by Charlotte
*made half a chair*
:dumb:

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14 Oct 2021 15:32 #37254 by Banj

*made half a chair*
:dumb:

If it's just the bottom half, then it's more of a stool than a chair, but at least it works. If it's a vertical divide, then you might have a problem 

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14 Oct 2021 15:42 #37255 by Charlotte
well... it has 3 legs and an unfinished back.... :dry: and the seat is unfinished too...

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