fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish fish.
(LumpbuckettekcubpmuL,
Mon 9 Aug 2010, 13:50,
archived)
Nicely developed hands.
(atomicA-bomb-a-nation,
Mon 9 Aug 2010, 13:55,
archived)
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 16:22,
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You have all the skull !
(ValinI changed glasses while I wasn't looking,
Sun 8 Aug 2010, 16:26,
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I need to beef up my skills
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 16:28,
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You'll be able to calve yourself a niche.
(Je suis un vagabondis an unfunny, up your own arse middle class knob,
Sun 8 Aug 2010, 16:30,
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I will have a steak in my future portfolio
:D
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 16:36,
archived)
Actually I find the image you made well rendered . . . and that's no bull . . . wait . . . yes it is !
(ValinI changed glasses while I wasn't looking,
Sun 8 Aug 2010, 16:50,
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I believe I hear a cattle call !
(ValinI changed glasses while I wasn't looking,
Sun 8 Aug 2010, 16:36,
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It's like moosic to my ears.
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 16:37,
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At least you can take a prime ribbing . . .
(ValinI changed glasses while I wasn't looking,
Sun 8 Aug 2010, 16:38,
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It doesn't bovine me much at all.
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 16:39,
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That's OK .. . . I'm an old hoofer myself . . .
(ValinI changed glasses while I wasn't looking,
Sun 8 Aug 2010, 16:44,
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well done. give yourself a pat
(reali'm not happy 'til you're not happy,
Sun 8 Aug 2010, 17:37,
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wow
thats ace - whats it made in??
(Rev. Jesse.broke his ankle,
Sun 8 Aug 2010, 17:00,
archived)
Blender 3D the new 2.53beta
Just modelled it from a photo although I only had the front view would have been far better if I had the side view of the same picture but I approximated it as best I could.
Today Cow Skulls, Tomorrow (hopefully) Human Faces.
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 17:13,
archived)
looking forward to seeing that
(reali'm not happy 'til you're not happy,
Sun 8 Aug 2010, 17:38,
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Feel free to gaz me Blender questions.
In fact if you just want to make some up so that I feel important, that would be nice.
(_Felix's school of dance and occult sciences,
Sun 8 Aug 2010, 18:23,
archived)
I've been watching a load of Blender tutorials
although the one that I can't find a good reference for is Texturing a face image to an Unwrapped UV.
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 18:42,
archived)
There's a trick (which I learnt from somebody on here once) for texturing an object from a viewpoint
so that you have a background image, and look at the object through the camera, and the image is projected onto the object as a texture. Hang on, I'll look at my buttons and tell you which one it is. It's sticky coordinates I'm thinking of. 1) Select View->Background Image, and put your photo of a face in there. 2) Look through the camera (keypad zero, with numlock on) at the model. Press z so everything goes semi-transparent (for some reason the background image only shows up in the actual background, i.e. empty areas). Get it lined up so the image fits nicely (and, presumably, tweak your model to be the same shape). 3) Now you want "editing" (F9), and the "mesh" panel, and next to "sticky" press "make". 4) Now give your object a texture, and set it to the image. 5) Now on the "map input" tab, select "sticky" (well, on mine it says "stick"). That ought to result in the image appearing on the object when you render, in the same way as the background image does when seen from the camera viewpoint. (This isn't quite what you asked for, since there is no unwrapping stage, and no messing with the UV editor, but it might be what you wanted. Not sure if anything turns up in the UV editor or not as a result of this process, I've never looked. Logically it must be making some texture coordinates somewhere.) ... The other obvious way is just to use unwrap->project from view, but then you'll have to fiddle around in the UV editor a bit (scaling all the vertexes, probably).
(_Felix's school of dance and occult sciences,
Sun 8 Aug 2010, 18:45,
archived)
Oh thanks sounds good
but does that trick work on an animated head?
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 19:00,
archived)
I think so. That's how I did my smug bloke, although he isn't animated so much as wobbly.
(_Felix's school of dance and occult sciences,
Sun 8 Aug 2010, 19:11,
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Seems to work well
:D
(maidenis filmed before a live studio audience,
Sun 8 Aug 2010, 19:48,
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wow, cool!
also very strange
(PedroHinCome along & ride on a Flantastic Voyage,
Sun 8 Aug 2010, 20:51,
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How do you assign bevel control wieghts to the vertexes? There seems to be some things I'm getting wrong.
(Tahkcalbω∞ for sigs,
Sun 8 Aug 2010, 19:10,
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There are bevel control weights? :)
Are you on the beta too? I just found this thread, which implies it's something that's been broken since 2.5 (I'm still on 2.49 out of fear of this kind of thing). blenderartists.org/forum/showthread.php?p=1676051 Somebody there appears to have written a python script which sorts it out. (You should totally do some bpython, by the way.)
(_Felix's school of dance and occult sciences,
Sun 8 Aug 2010, 19:19,
archived)
Yeah, 2.49b is what I use too. I have the 2.53 but it crashes too often for general use yet.
Thanks for hunting that. I had been playing with the python a bit. Though I've not been able to focus and get anything serious going yet. Been using some of the neat scripts like the OpenCity recently and have had to do a fair bit of rewriting to get it to work on my boxes. So I actually should try doing some tools of my own. Uruk-hai has been making some neat scripts and I might bug him for some help at some point.
(Tahkcalbω∞ for sigs,
Sun 8 Aug 2010, 19:33,
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Very nice!
(BloopFri 16 Jul, 22:10,
Sun 8 Aug 2010, 18:24,
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OH YEAH!
Fucking nice job on that!
(Tahkcalbω∞ for sigs,
Sun 8 Aug 2010, 19:01,
archived)