Get feedback from others on your works in progress
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Kram1032
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by Kram1032 » Tue Nov 06, 2007 4:27 am
BN* ooops

BA could be used, though

BN = Blender Nation
BA = Blender Artists
That, what you do, there, can't be done, by a noob

You are not a noob - maybe a new by but not a noob

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tweeby
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by tweeby » Tue Nov 06, 2007 5:36 am

That's amazing only crit is the piston head and nut thingy it's too clean, a bump map with scratches would make the image even more awesome

.
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WytRaven

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by WytRaven » Tue Nov 06, 2007 2:38 pm
@tweeby: Yes it is too clean you are right about that, in fact the whole model is too clean at the moment. Consider it right now to be straight out of the manufacturing process

Once I have built all my bits and pieces then I will go back and start more detailed texturing like dirt and scratch mapping.
@Those wanting a tut: Good news! Thanks to Macrob pointing me to recordmydesktop for linux I have a means to do a tutorial. I have teseted it and it works rather well. Thanks Macrob!
I will probably use the nut as an example because although apearing quite simple it has some less than straight forward bevels and all in all will serve well to cover all of the basic modeling techniques I am using at the moment. I won't give an ETA on tutorial right now but will promise that it will be done realtively soon.

"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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BbB
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by BbB » Tue Nov 06, 2007 7:15 pm
That's great news T. Looking forward to it, and to more images.
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Kram1032
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by Kram1032 » Wed Nov 07, 2007 7:04 am
Yay

mechanical modelling tuts in blender

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WytRaven

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by WytRaven » Fri Nov 09, 2007 6:02 pm
Not sure if it's at all useful for any of you but here is my default settings for Blender. This is a scene saved immediately after start up so this is what I start with everytime. Blendigo is already configured to match it as well.
Basically it's setup with a scene scale of 1BU = 1 indigo cm. I have adjusted all viewports and the camera accordingly so that you should notice almost no difference to working in Blender's default scale (ie. you shouldn't have view clipping issues etc). Keep in mind I work at a res of 1920x1200 so you may need to fix the window positioning up etc to match your res/aspect ratio.
Anyway here it is if anyone wants it:
http://www.wytraven.com/binaries/default.blend
"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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Kram1032
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by Kram1032 » Sat Nov 10, 2007 1:07 am
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CoolColJ
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by CoolColJ » Mon Nov 12, 2007 10:10 am
nice modelling so far!
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WytRaven

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by WytRaven » Sat Nov 24, 2007 4:40 am
I can't do any renders right now as I have Schott Glass previews rendering day in day out at the moment but here are some screen grabs of the finished cylinder. I think I will tackle a gripper assembly or two next. I'm thinking a 3 point and a 2 point type will be enough for my purposes. I've got several 'projects' going at once at the moment so this is going a lot slower than I would like but what can you do aye?
Head Assembly:
Tail Assembly:
Complete:

"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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Kram1032
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by Kram1032 » Sat Nov 24, 2007 5:39 am
That's so damned amazing detailed, why the hell do you want to hang yourself when you see one of BbB's modelled stuff? His are great but yours are really great, too!
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BbB
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by BbB » Sat Nov 24, 2007 6:18 am
I can only second that.
This is amazing. Especially since you're not using subsurf or any other tricks. It looks like jewellery to me. And it must feel like it doing it too!
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WytRaven

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by WytRaven » Sat Nov 24, 2007 6:22 am
Kram, because BbB's skill seems to know no bounds and mine definitely does
It's good though. People like BbB and 'The Dr' set a standard to aim for. It's a pity actually that DrBouvierLeduc (or however it's spelt

) seems to have stopped posting work...

"A foolish consistency is the hobgoblin of little minds..." - Emerson 1841
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BbB
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by BbB » Sat Nov 24, 2007 6:49 am
Now here's something to occupy that long empty weekend!
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kadajawi
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by kadajawi » Sun Nov 25, 2007 4:01 am
You mean on the first picture that on the left side? My first idea would be to cut the part of the cone that is near to the sphere into slices, select one of the slices and expand it (scale function or so?). Maybe add a sphere in order to get a reference. Dunno if that works.
Really nice modelling there, do you have something you model from? Looks like you like the boole feature

At least that's how I would do it, and then fix what has been done wrong by boole.
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