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Author Topic: Blender (modeling, animation, rendering)  (Read 56277 times)

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Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #30 on: December 11, 2003, 01:07:00 AM »


Good question, but I can't give you a detailed answer because I don't have much expirience with Terragen.

The good thing at bryce is, that you get good looking results (well, good looking for me :) ) in a short time ... just create some Mountains, use the heightmap-editor to let them look the way you want, add a descent sky from the preset which can also be easyly edited, add a cloud layer for dramatic scenes, water if you like ... everything is just one mouseclick away.

I don't now how this things work in Terragen (how you create and alter the Mountains and stuff).

The Tree Generator is cool, the results look very good and it's way easier than dealing with LSystem :)
Unfortunately the Tree-Models can not be exported :(

One reason why Terragen Images look better maybe the Renderer - I think, you can use PovRay or so with Terragen? And the Bryce-Renderer isn't very good, especially if you have objects near the camera, and the Sky-System also produces strange results sometimes.

You said that both cost the same - I always thought that Terragen is freeware?

Quote
Quote


Yes, thats true, the only thing they could do is to "outsource" this tools into an editor like they did it with the trees, Materials and so on ... but I think, that won't work for detailed models.

Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #31 on: December 11, 2003, 09:00:33 AM »

One thing I forgot: Have you tested Vue d'Esprit?

It goes in the same direction as Bryce but seems to be a lot better (from what I have heard, I didn't test it myself). You can dl a demo (with limited functionality) on their Homepage ( www.e-onsoftware.com ). And it's not very expensive (the normal version for 209$, the Pro costs 599$ ... but if your Publisher was willing to buy you 3ds Max that shouldn't be a problem :) )

In the Pro Version you can Export created Plants and stuff ... looks very promising (at least in their advertisments ;) )

Tol

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Re:Blender (modeling, animation, rendering)
« Reply #32 on: December 11, 2003, 06:02:24 PM »

One thing I forgot: Have you tested Vue d'Esprit?

It goes in the same direction as Bryce but seems to be a lot better (from what I have heard, I didn't test it myself). You can dl a demo (with limited functionality) on their Homepage ( www.e-onsoftware.com ). And it's not very expensive (the normal version for 209$, the Pro costs 599$ ... but if your Publisher was willing to buy you 3ds Max that shouldn't be a problem :) )

In the Pro Version you can Export created Plants and stuff ... looks very promising (at least in their advertisments ;) )


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Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #33 on: December 11, 2003, 10:33:09 PM »


Perhaps you could ask for a Demo-CD directly at E-On? Sometimes companies have some for their more expensive software ... at least asking is for free :)

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I saw that there is a script for importing Terragen-Landscapes into Blender, have you ever tested it?

And for Terragen: There exists a programm called Forrester with that you can import Terragen-Landscapes and fill them with nice looking trees. It costs 35$

Here is the URL: www.dartnall.co.uk

Tol

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Re:Blender (modeling, animation, rendering)
« Reply #34 on: December 11, 2003, 10:54:43 PM »


Perhaps you could ask for a Demo-CD directly at E-On? Sometimes companies have some for their more expensive software ... at least asking is for free :)

Quote

I saw that there is a script for importing Terragen-Landscapes into Blender, have you ever tested it?

And for Terragen: There exists a programm called Forrester with that you can import Terragen-Landscapes and fill them with nice looking trees. It costs 35$

Here is the URL: www.dartnall.co.uk

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Jerrot

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Re:Blender (modeling, animation, rendering)
« Reply #35 on: December 12, 2003, 02:59:33 PM »

Blender goes raytracing. Check www.blender.org.
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Re:Blender (modeling, animation, rendering)
« Reply #36 on: January 03, 2004, 04:03:30 PM »

Hi,

well... I'm messing around with Blender for a while now, where I learned to love the modelling possibilities. Now... I always had some questions in my mind, which might be very ridiculous for you and maybe quite general, but I'll just ask away, bcause I'm stuck with the second question currently.

1. If you are creating a simple shed (4 walls, 1 door, 1 window), what is the best way of arranging the parts of it ? I tried it by making separate objects for the walls (cutting out the window and the door), the floor, etc. ! That worked fine so far, but is it the best way ?

2. Now I want to use textures on it and the problems begin. I want to use some texture for the inside and another one for the outside (together with a bump map). How can I do that ? I guess I have to use UV coordinates, but I don't get how to use them. Or will I have to create a new object for the outer wall ? No, can't be the way, can it ?

3. Boolean operations: It seems to me they just don't work as I would expect them to do. Let's say we have a cube and and a smaller sphere. Now I want to create an object by subtracting the sphere from the cube... how ??! :)

Thanks for any input...
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Tol

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Re:Blender (modeling, animation, rendering)
« Reply #37 on: January 03, 2004, 04:57:11 PM »

Hi,

well... I'm messing around with Blender for a while now, where I learned to love the modelling possibilities. Now... I always had some questions in my mind, which might be very ridiculous for you and maybe quite general, but I'll just ask away, bcause I'm stuck with the second question currently.

1. If you are creating a simple shed (4 walls, 1 door, 1 window), what is the best way of arranging the parts of it ? I tried it by making separate objects for the walls (cutting out the window and the door), the floor, etc. ! That worked fine so far, but is it the best way ?

2. Now I want to use textures on it and the problems begin. I want to use some texture for the inside and another one for the outside (together with a bump map). How can I do that ? I guess I have to use UV coordinates, but I don't get how to use them. Or will I have to create a new object for the outer wall ? No, can't be the way, can it ?

3. Boolean operations: It seems to me they just don't work as I would expect them to do. Let's say we have a cube and and a smaller sphere. Now I want to create an object by subtracting the sphere from the cube... how ??! :)

Thanks for any input...

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Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #38 on: January 03, 2004, 05:12:07 PM »

ad 1: I don't know if it's the best way, but when I so things like this, I just use a cube, subdivide several times and cut out the windows and doors.

ad 3: I don't use boolean very often (aka never :-) ), so it's better too copy a solution from a tutorial:

Blender boolean operations are done using the "Intersect" button.

1) Position two or more objects so that they overlap or intersect in space.

2) Select those objects with "shift+right mouse click" and (CTRL-J) join them.

3) In editmode (TAB), select all (A) then hit the "Intersect" button.

This will perform a boolean operation that creates all standard forms of booleans at one time. You must then select which parts you want to keep. This is done in editmode. You simply put your mouse over the area you want to select and press the "L" key on your keyboard. This will select all of the connected points on an object. You can then move, rearrange or delete any portion of the new objects created by the boolean intersect.

As far as I know they will remain as joined meshes so that they can only be manipulated independently in editmode with the "L" key. Use "P" seperate the selected verticies.

ad 2: Not sure about this point ... I think there was a way, but I have to try out later.

Tol

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Re:Blender (modeling, animation, rendering)
« Reply #39 on: January 03, 2004, 06:22:39 PM »

ad 1: I don't know if it's the best way, but when I so things like this, I just use a cube, subdivide several times and cut out the windows and doors.

ad 3: I don't use boolean very often (aka never :-) ), so it's better too copy a solution from a tutorial:

Blender boolean operations are done using the "Intersect" button.

1) Position two or more objects so that they overlap or intersect in space.

2) Select those objects with "shift+right mouse click" and (CTRL-J) join them.

3) In editmode (TAB), select all (A) then hit the "Intersect" button.

This will perform a boolean operation that creates all standard forms of booleans at one time. You must then select which parts you want to keep. This is done in editmode. You simply put your mouse over the area you want to select and press the "L" key on your keyboard. This will select all of the connected points on an object. You can then move, rearrange or delete any portion of the new objects created by the boolean intersect.

As far as I know they will remain as joined meshes so that they can only be manipulated independently in editmode with the "L" key. Use "P" seperate the selected verticies.

ad 2: Not sure about this point ... I think there was a way, but I have to try out later.


Believe me that Booleans are really  the worst way to do doors, windows ect. and should be used only when it is really necesary (for example on rounded surfaces)- booleans are mostly unpredictable, need too much faces to perform, so it slows render and dificult later tweaking with proportions.
The really best way, experienced for all that years I am working with B., is that you find on pictures of that tutorial I have mentioned in my last post:) It is best becaus it is fast (faster then booleans) and it leaves nice meshes withouth unecessary polys completelly under your control.

And for booleans- there is no Intersection button in edit buttons anymore since 2.25. Now there are full booleans operations which you will find under "w" key out of edit mode :)
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Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #40 on: January 03, 2004, 06:27:55 PM »

And for booleans- there is no Intersection button in edit buttons anymore since 2.25. Now there are full booleans operations which you will find under "w" key out of edit mode :)

Uuuups :)

As I said, I never use them :)

But ... what tutorial did you mention?

Mnemonic

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Re:Blender (modeling, animation, rendering)
« Reply #41 on: January 03, 2004, 06:41:45 PM »

is that you find on pictures of that tutorial I have mentioned in my last post:)


Errrr, unfontunately your last post is kinda...missing ;)
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Jerrot

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Re:Blender (modeling, animation, rendering)
« Reply #42 on: January 03, 2004, 07:33:11 PM »

Errrr, unfontunately your last post is kinda...missing ;)

I already wondered... Tol, could you please post your message again ? Only my quotes are in your post, something went wrong there... and I'd be quite interested in your opinions. :)

Nihil: Thanks for your comments, I'll answer later... I have to play around with it. (But as Tol already mentioned, the GUI changed there a lot)

Meanwhile I understood a lot of the UV topic in Blender, but I'll comment later.
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Tol

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Re:Blender (modeling, animation, rendering)
« Reply #43 on: January 04, 2004, 09:49:23 AM »

http://www.grafika.cz/art/3d/blendermod3.htmlwww.elysiun.com- there are forum and its section Blender General is for beginners or anybody in need of help with Blender- you will find there army of experienced Blender users who will kill each others to be the first to help you ;D
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Nihil

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Re:Blender (modeling, animation, rendering)
« Reply #44 on: January 04, 2004, 03:29:22 PM »

If you have too much time some day, it would be very cool to have english translations of your tutorials ;)

(or if I have too much time i learn the czech language :) )

One off-topic question: Is Gamedesigner your main-job, or do you have "normal" job too? (what I want to know is - can you live from designing adventures?)
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