Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Topgun on July 31, 2008, 01:24:23 pm
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I am having some trouble creating basic geometry. I can make a shape that is based on extrusions just fine. however, how would I go about making a shape along the lines of, well, the only way I can explain it would be,
think of a sf dragon. get rid of the fins (I already know how to make somthing like that), that shape.
as in, the shape of an sf dragon.
I really don't know how explain it.
maybe it makes more sense as: geometry that extrudes at an angle from the axis. like this:
top view--------------------side view
-----/\----------------------\--\
----/--\----------------------\/
make sense?
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You need more tools
Ctrl-tab to switch between face/edge/vertex modes
z to switch between solid and transparent
Alt M merge vertices (in vertex mode)
In face mode - Shift k knife subdivide tool. This tool can do most of what you need.
In edge mode - the bevel tool can be helpful at times.
Advanced - Shift v - allows you to line the view to a face. You may need two 3d windows, one for lining up a face and making alterations and another just to select vertices etc
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I know those tools already (well, except alt-v). but I don't see how they would help. I am going to atacht a piece of geometry to show you what I mean.
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You didn't do the tutorials did you?
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this is what I mean.
[attachment deleted by admin]
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I know those tools already (well, except alt-v). but I don't see how they would help. I am going to atacht a piece of geometry to show you what I mean.
Heh Really?- Say you want to extrude a poly/region of a certain shape. You can't extrude what you don't have. Thats where the knife tool and merging vertices comes in. For the top arm thing, you need a rectangle to extrude. So 4 cuts in the top two polys will do the job. Use alt M to tidy up the vertices's before you extrude.
For the front you need more vertices to move around to get the right shape. In top view + face mode + transparent - select the large polys on top and bottom that make the nose. Get the knife tool and make some cuts all the way across the nose area. That will allow you to start shaping the nose.
At the beginning you will make cuts in bad places which starts creating vertices's all over the place. As you progress you start cutting in better places.
And if you get bored, do a search for box modeling - see what people can create from a cube.
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Ooo... I remember making that! It never got textured though because some of the features were on the wrong side.
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yeah, it's yours. I kinda want to make lods for it so we can get it in-game.
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:bump: Okay, I just got Blender, agian, And I'm doing the same thing I did at first. I look at the little cube, press a few buttons, and exit. So do you have any advice for a complete Blender n00b.
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I only use blender for texturing atm, but I hope that changes. Converting from .fbx to .dae to .blend means major geometry loss.
=Edit=
Question!
When texturing in blender, is it possible to move a whole bunch of UV vertices at the same time?
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All the selection and manipulation controls that you can use in the 3d panels you can also use on verts in the UV editor. To select multiple ones you can shift+right click to toggle-add each vert to the selection, or you can press b to draw a box around the stuff you want to select, or you can select a single vert and press ctrl+L to select all things connected to your current selection.
I'd strongly recommend looking up some tutorials on the subject, and the info here (http://wiki.blender.org/index.php/Manual/Unwrapping_a_Mesh) may be helpful too.
Retsof - have a look at some of the tutorials on the site: There are a load of individual ones here (http://www.blender.org/education-help/tutorials/) and some very good video tutorials here. (http://www.blender.org/education-help/video-tutorials/) They should get you started in the right direction. :)
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editor. To select multiple ones you can shift+right click to toggle-add each vert to the selection, or you can press b to draw a box around the stuff you want to select, or you can select a single vert and press ctrl+L to select all things connected to your current selection.
Hit bb and the selector turns into a brush (mousewheel to make larger or smaller) editor + uv window
A good one for mesh editing is once you have selected some stuff - hit Ctrl I, it inverts the selection, then you can hide everything else with the h key (Alt h to unhide)
The other is a bounding box, Alt B to draw a box to isolate some stuff - only what is inside the box is visible (alt b again to clear)
As VA said some tutorials would help. It's all about adding new tools/techniques to what you already know.
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Hey cool. A Blender wiki. Thanks VA, Water.
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Super Awesome Video Tutorials (http://blenderunderground.com/category/video-tutorials/)