@Atom: Quite awesome! Great contribution to my humble thread, thank you!
@Vicky. Really nice. I would have guessed Topmod.
@Atom. Nicely done. Very TRONish (the original.)
Steve S
@SteveS: Thank you! I have always been a fan of TopMod, and it was one of the first things I used, but Blender can do most of it now, except maybe the loft tool
Would like to start posting here again! Good times… Anyways here is a scifi weapon pack in white, with lots of post pro in the compositer.
Attachments
Thanks, I like the guitar!
Thanks! I like your stuff too!
@PhoenixSmith
Hmmm… You take your awesome guns and put them in…
@VickeyM72’s Awesome guitar’s case…
Then your all set for the next Desperados movie :RocknRoll:
Cheers,
~Tung
Cheers Tung!
Latest, 3200 X 2400
This is a mangled torus knot, loops deleted, solidified, subsurfed, and I crawled inside of one of the rings instead of just the twisted mass.
My tutorial on doing this can be found here:
Very nice Vicky!!!
Welcome to the loopinitis disease club.
Practically, you can use dynamic topology or anything else, do your raw forms, enter re topology and just start building loops only. Then solidify, etc etc. You can work on layers somehow. It can become madness, especially if you start “sculpting” by UVs and displacement techniques on this base.
Haha! I’ve been a member of that club for a LONG time now I do indeed love your displacement technique, and the artwork that has come out of your tutorial, but my PC would probably fart twice, then die if I tried it. But, there’s many ways of doing these things, I wish more people tried to do this themselves
Indeed Vicky.
However, most of my posted “displaced” works (LOL) aren’t true displacements on heavy subd meshes. Most of them are less than 100-200K. Heavily used bumps. This is why I still insist to post an AO map as well.
Just a heads up.
We will be saying goodbye to this feature as Brecht has removed it from the Blender Internal system as of Blender Version 2.6.8.
https://developer.blender.org/rBfb91a602c756
It will have to be accomplished using Freestyle instead of the handy Edge post processing.
Too sad indeed.
On the other hand, the recent matcap implementation is also very poor.
Why not removing this as well?
And, the blender internal of course. Very poorly implemented. Why not?
As I’m thinking, most of the blender is very poorly implemented….
Let’s delete it, let’s clean this 3d landscape anyway.
LOL
Dingto’s answer gets the first price. IMO. (but it was expected to be the best)
And they still say that blender is for artists… too bad
paolo
Ton has stated before that the edge render was some quick hack he coded for BI back in the 90’s, like Freestyle, it was applied to the final result after the render has finished. (though subtracting everything that allowed for fine, user-based edge control).
I would think that if there was something that the old edge render let you do that you can’t with Freestyle, then Freestyle should be made to allow the creation of an edge effect that looks exactly like it. We can’t just keep all of the old hacks around just because someone’s still using it, if the replacement can’t do something it did, then it should get a patch that would allow it to do something similar.
In addition, I have found that the node system for BI is still powerful enough to get an NPR effect that is close to the traditional edge drawing (which will also work with reflections and the presence of ambient light). An example which is shown here.
I’m sure the black around the model edges could be evened out somewhat if you decided to invest in some math node wizardry, it might be tricker for hard-edged models though, but you might be able to do it by ‘marking’ edges using a vertex color channel and then making use of a tight and hard color-ramp (that or making use of the solidify modifier in conjunction with a lot of node trickery).
It is really a shame that this feature is removed even though i didn’t use much myself. We are talking about a feature that have 10 page of post in blenderartists.org. People have been using in Production. I still believe that Blender would still be as Ton as mentioned so many times “artists and developer together”.