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3 Dimensional Chat / First Model in Blender

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Benji
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Posted: 25th Oct 2007 00:59
Thanks for the tutorial and video Reality!

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Benji
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Posted: 25th Oct 2007 01:08 Edited at: 25th Oct 2007 01:08
I've got another problem!

Quote: "Unfortunately, no; not that I know of, at least.

However, there is something you can do.

Unwrap each object individually and place it outside of the UVMap on the UV Editor. Then, combine the objects using [ctrl-j] and go into the UV Editor. Select all faces in the 3d viewport, then place them wherever you want in the editor.

Hope that helped, if not, tell me what you're having trouble with and I'll see if I can help.
"


Ok, here's how it is: I've got two objects, one with subsurfing on, and the other without it. I want to UV map their textures onto the same image, but I can't join the objects together (cntrl+j) because it'll either make them both have sub-surfing, or they both won't. I don't want that to happen. What do I do???

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Reality Forgotten
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Posted: 25th Oct 2007 01:08
Your welcome, make sure you have the Nvidia normal map plug in


Benji
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Posted: 25th Oct 2007 01:16 Edited at: 25th Oct 2007 01:17
I'm getting it now. I don't know if this is a really difficult thing I maybe shouldn't be learning now, but how can I apply shaders in Blender?

Edit:

Oh...the plugin is just for PhotoShop. I don't have it.

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AndrewT
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Posted: 25th Oct 2007 02:15
Well, most shaders you need can be selected here:



If you mean shaders that were made with another program, I'm not sure how. You could probably do it with some Python scripting. But a lot of things can be accomplished via the material controls, and things such as volumetric lighting are possible by editing the light properties.

asdsdfaghkdlgahdfkj.
Benji
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Posted: 27th Oct 2007 09:26
You're quick. Too bad I don't know how to script.

Do you know how to solve my problem though?

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AndrewT
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Posted: 28th Oct 2007 01:43
You have to click 'Apply' in the modifier options to apply the subsurf if you want to join the objects.

asdsdfaghkdlgahdfkj.
Reality Forgotten
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Posted: 28th Oct 2007 08:52
or you could simply hold CTRL and hit "J" to join objects.


Benji
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Posted: 28th Oct 2007 10:00
Yeah, I know how to join objects, but you misunderstood the problem. How do I join them together without sharing their modifiers too? Example: Let's say I made a cube with sub-surfing applied. I also made another separate cube without any modifiers. I wan't to join the two cubes together into one object, and still keep one with sub-surfing, and one without it. How do I do it?

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hessiess
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Posted: 28th Oct 2007 10:38
Quote: "Yeah, I know how to join objects, but you misunderstood the problem. How do I join them together without sharing their modifiers too? Example: Let's say I made a cube with sub-surfing applied. I also made another separate cube without any modifiers. I wan't to join the two cubes together into one object, and still keep one with sub-surfing, and one without it. How do I do it?"


you carnt, a modifier is aplyed to every mesh, you can add more geometry to make ti look like its not sub serfed. or you could put thr 2 objects into a groop

learn blender, you will never regret it.
Reality Forgotten
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Posted: 28th Oct 2007 11:11 Edited at: 28th Oct 2007 11:22
here is a tutorial for you.















There is no perfect way to join to meshes. If you want it automated you will be hard pressed to find a program that will do it properly for you. The best thing to do is follow this tutorial. After you have the two objects as one object you then go in to edit mode and connect the meshes.

Cheers,
Dave


Benji
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Posted: 29th Oct 2007 01:06
@ Reality Forgotten or Dave, or whatever your name is:

Thanks for the detailed response. You explained exactly what I needed to know; I wasn't trying to join meshes, your tutorial said it all.

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Reality Forgotten
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Posted: 29th Oct 2007 07:29
Benji- You can call me Dave. I am glad that this tutorial helped you, I will be watching this thread and will provide assistance when I can.


Cheers,
Dave


Benji
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Posted: 11th Nov 2007 02:05
Ok, Thanks Dave. I'm making a violin right now, based on this ref image:

http://www.jerkasmarknad.com/violin_strad.jpg

It is proveing to be quite difficult.

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Reality Forgotten
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Posted: 11th Nov 2007 12:16
post some progress please.

What method are you using to model that?

Cheers,
Dave


Benji
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Posted: 12th Nov 2007 02:31 Edited at: 12th Nov 2007 02:36
Here you go. With some sub-surfing:



Hand shaping and a little extrusion from one cube so far. I'm thinking that I'll maybe make the neck a seperate object so that the sub-surfing won't mess it up. It won't flow as well, but you might already be able to see it's distorting the neck, and the neck is also too thick. Hopefully I saved a version with just the base part of the violin.

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5Louiz
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Posted: 12th Nov 2007 20:02
Quote: "Hopefully I saved a version with just the base part of the violin."


heheh.. You do not need to apply the modifier. Just leave it as a modifier and you will be able to tweak or remove it when you want to.

This kind of model (that has sharp edges) need special attention when you want to use sub-surfing. This modifier damages the sharp edges. If you really need to use it, perform an edge loop near the sharp edges. This way, when you subdivide the mesh, the edges keep sharp.

Nice progress, by the way.

Cheers.

Benji
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Posted: 12th Nov 2007 21:59 Edited at: 12th Nov 2007 22:00
Ok, thanks for the tips. I havn't applied the modifier yet anyways, I just might need an early backup. I think I'll apply the edges to the neck and leave the modifier on. Hopefully it won't stay distorted.

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Benji
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Posted: 13th Nov 2007 04:50 Edited at: 13th Nov 2007 04:51
Some progress! I realized I had the object set to smooth. :S



The bottom of it looks a little strange, but it's just the lighting.

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Alucard94
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Posted: 13th Nov 2007 15:21
Looking nice, I really like that render, however I think the edges of the violin are way to wobbly try straighten them out a bit

Let's see how many peoples at BLAAAAAAAAAAAAAAAAAAAAAAAHHHHHH.... scared you there eh?
Benji
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Posted: 13th Nov 2007 21:32
Thanks for the feedback Alucard, I did some work on it:



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Benji
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Posted: 15th Nov 2007 00:32 Edited at: 15th Nov 2007 02:54
Does anyone have any ideas on how to make the edges of the violin like in this pick?

http://www.jerkasmarknad.com/violin_strad.jpg

It looks like they are rounded and they stick out.

EDIT:

New version! I made a quick temp texture and applied it. Here it is:



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Benji
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Posted: 16th Nov 2007 07:48
I guess no one likes it.

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Deathead
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Posted: 16th Nov 2007 15:42
Sorry I didn't see the image the first time. Nice work.

[href=http://www.freewebs.com/deatheadstudios/]
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hessiess
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Posted: 16th Nov 2007 17:44 Edited at: 16th Nov 2007 17:46
the strings should go right to the top, the body has curly slits in. the tuning pins have a round head, there apears to be an isue with the topolagy around the side(labled dent? on overdraw)





i hope you can reed my wrighting

learn blender, you will never regret it.

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Benji
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Posted: 16th Nov 2007 20:11
Thanks DeathHead.


@ Hessiess
I'm aware of the string issue. I havn't made them go all the way to the pegs yet. I'll fix up the tuning pegs; but what do you mean by a dent in the topology? I can't see anything wrong. Please explain.

I could read only some of your writing.

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hessiess
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Posted: 16th Nov 2007 20:49 Edited at: 16th Nov 2007 20:50
hope you can see it better on this overdraw



also the neck should taper more towords the top

learn blender, you will never regret it.

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Deathead
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Posted: 16th Nov 2007 21:08
Some violins do have dents on those bits.

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