Blender smells

Discussion about everything. New games, 3d math, development tips...
Guest

Post by Guest »

well but i dont want to have such a high resolution LCD (im using a notebook) because then the fonts will be very small and every game that im trying to run at fullscreen will look like a piece of poop :/

but i managed to get blenders interface nice, though. just align the panels and use the keyboard shortcuts, that will do fine :)
Maize
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Post by Maize »

By any chance is it an hp pavillion gfx? If it is, we might have the same computer.
Guest

Post by Guest »

no its an amilo d 1840 ws :)
luckymutt
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Post by luckymutt »

that's no good argument. most 3d applications don't work well in low resolutions. if you are serious about being a 3d-artist a big monitor or maybe even two monitors are a must.
DEFINATELY.
I use a 19inch monitor with the resolution at 1280x1024, and I really want to get a second monitor. Just my style, I guess, but I refer to the 'user' viewport often enough that I'd like to keep it open at all times without having to switch around.
@GFXstyLER - graphics on a notebook? wow. I am not that familiar with that model amilo. I hope it has some power if do any rendering with it.
applications like maya or max are very wasteful with gui space and even more bloated than blender.
Doesn't have to be so for Max...learn the shortcuts (like you must do with blender), and hit ctrl+x. All menus gone from view - entire screen is devoted to the viewports (with negligible menu bar at the top, of course)
Guest

Post by Guest »

i think it should be *enough* power to do graphics with it :D lol
Midnight
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Post by Midnight »

applications like maya or max are very wasteful with gui space and even more bloated than blender. you can't really work with them under 1280x1024

hahaha wtf are you talking about?

you know the camera moves right?

I got an arguement for blender....

it's the only tool worth a gently caress for making animated/skinned models for irrlicht.

it's the only tool I know of that allows you to directly paint on the mesh.

it's funking free shut your mouth!!
Guest

Post by Guest »

what are you talking about? :) i talked about that it's nicer to have a big monitor for 3d applications.

with 1024x768 or whatever this screenshot uses max looks like that:
Image
looks quite crammed to me.

of course you can remove most gui stuff (as you can with blender) but not everyone likes that and can remember all needed hotkeys and so on.
Guest

Post by Guest »

and for maya it's nice to have a setup like that:
http://www.matrox.com/mga/workstation/v ... /flour.jpg
sorry for messing up the forum width. :P


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Guest

Post by Guest »

how about just using 3 virtual desktops instead of 3 real monitors o.O"" thats very expensive!
Midnight
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Post by Midnight »

blah maya is poop for game design... so much easier to use 3ds...hell blender is easier then maya...

plus maya sold out... great tool for movies though... a little overly simple i would say.
Guest

Post by Guest »

the maya setup was meant as a joke. i just accidentally found it with google image search. :P
Maize
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Post by Maize »

GFXstyLER wrote:no its an amilo d 1840 ws :)
I never heard of that brand...must be German...I use a laptop for everything for making games. I know it isnt the best computer out there but it gets the job done. And its portable. :wink:
Guest

Post by Guest »

[/quote]
well, there are yet some lacks: smooth groups (hard edges like in Wings or Maya.In Max and Milkshape is called smoothgroups) , etc, and multiple Uvs, both quite impotant for games. I do come with worrkarounds, but it's never as good as to have them.

If you knew how the model is built in Blender (which is a decisive advantage) then you knew that smoothing groups are simply unnecessary. Smooth the entire model and double the vertices where you want hard edges. Thats all and works in every 3D program after export. Its simple and effective but requires basic knowledge. Just like Blender. If that is too complicated for you, go use zer0_d's autosmooth script.

Multiple UV's: Yes it seriously lacks of it. This is imo the biggest drawback of Blender. I really don't know why NAN told Erwin to commit that.
vermeer
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Post by vermeer »

"it's the only tool I know of that allows you to directly paint on the mesh."

hem, well, no, my deep paint3d 2 also does, Zbrush, Max can do now with Max 8 I think, Maya allways could, Mirai also, Bodypaint, etc....


"it's funking free shut your mouth!!"

I'd agree with that, actually. It's the main point. And even if it weren't free, is quite useful. I am just not one of those to not want to see its weakness;If I see th weakness in much more expensive packages, and more powerful ones (in number of features, capabilities, etc) , then why not in Blender. Is not a divine thing or something. But what is a clear error is to say that "it sucks" ;)

If you knew how the model is built in Blender (which is a decisive advantage)

then you knew that smoothing groups are simply unnecessary.
I am a game artist. Professional in the fact I earn my food with it, and the matter that I've been passionately dedicated to making graphics for games since spectrum 48k times till now.
Man, smooth groups in games are necesary.
Smooth the entire model and double the vertices where you want hard edges.
Lol. Very old trick, and already discussed in Blender.org forums since long ago.

What made you think I didn't know that?
double the vertices or split with Y key, of course(funny , u wont believe me, but I though it was unnecesary to comment that )...but hey, is WAY longer and worse method.And breaking th emesh is unconvenient for many reasons. You don't double the vertex count in Wings or Max when you add hard edges or smooth groups..And that's pretty convenient at editing time.

Indeed, is what formats like md3, md2 and 3ds do even when you don't wish it: as they break the smoothing. They can't have two uv vertex per mesh vertex, so they force an split there... Wrecking the careful worked out smoothing. Which is *essential* in games, in organic or inorganic modeling.

Thats all and works in every 3D program after export.
Yup,after export. Man , this been discussed both at Blender.org and at Elysiun. And many very old and good names of Blender agreed on the need of adding this feature at some point. I am not a newcomer to blender or something (handled to many 3d packages to list here, anyway) Been using it since 1.8, but only a bit more seriously with 2.23 and 2.25. but really handling the part I prefer more of it (character animation) since 2.28c. And well, I am happy thinking of the fact that thecharacter animation features I was asking for since those days and that most said Blender didn't need, are being added for 2.40, and have been added in recent blender versions...

I know Blender, and I know its weak points. Only admitting them is the way to improve the tool, so I think too much fanatism about its wonders is terrible for its progress. (I don't think in you when I mention the fanatism factor, of course)

Its simple and effective but requires basic knowledge. Just like Blender.

HAHA. Man , this is really funny.Something made you suppose I didn't know such a basic think just because I said and keep saying it needs: smoothing groups and visualizing them while editing and a quick workflow for it.

Indeed, that trick is not an invention of Blender users. Is a very older technique in general 3D. Oh, and using only Blender is not as good as some may think. The ability to do 3d in many UIs/sofwares(AND Blender) is way better. It helps you open your mind and do better 3d. But I'll leave that there...


I guess for very old conversations I had both at blender.org and elysiun, that internally adding this maybe a big problem; I don't care(I am not a coder either). I just comment what Blender needs, one way or the other could be surely faked in someway.

If that is too complicated for you, go use zer0_d's autosmooth script.
Trust me, I have handled much more complex tools than Blender 1.8, 2.23 or 2.3x, 2.40, etc. Much more. And of course, Blender.
I knew that script, but that happens at export time, if I understood him well.Which is not that convenient.

I do model, texture, do concept art, web design, animate in 3d, in 2d, do pixel art, UI works, everything in a game, and did before in several companies, and previously in web design companies. (too complex for me...hehehee)

What is more, in the part I live I do need to excell in every of those areas to not get fired. And charge with all sort of responsabilities, as are companies that take huge projects with ridiculously small staffs(even being able to use bigger ones). Often working only with five other gfx, or even, lol, one. And someone could think that's impossible, but I have released several big comercial titles in those companies.

So, trust me, I do know what is a complex thing. I am not only forced to do *very* complex stuff every day since years...but in crazy record times...allways. My point is...Blender is not complex. Indeed, I found it easy to learn, only needed the manual a pair of times for it's really different to any 3d ui out there, but basically learnt it all just seing how it works, very quickly. I wish it were complex. As is pure lacks of functionality what I speak of. I can live with them as I supply the needed features with other tools for my free projects (ie, Giles for lightmapping,(please , don't go and mention me the existing workarounds and scripts, I know em, and are quite less convenient and slower in many ways than Giles, or Max.) Ultimate unwrap for uv mapping (Blender lacks some advanced uvmapping methods, while have some curious advantages, I admit it)) And it has enough advantages to use it for a lot of stuff...I don't lie you: I'd use Lightwave, Maya or Max if I had em at home, but is not the case. Only use them at jobs, and very succesfully, may I mention.

And not really a prob now, as I do have XSI Foundation purchased for home projects, too, which I bought merely as I am totally passionate bout 3d,(I don't need it really ) and XSI is really a jump forward.
Multiple UV's: Yes it seriously lacks of it. This is imo the biggest drawback of Blender. I really don't know why NAN told Erwin to commit that.
Nope, there are other even worse drawbacks. But you would not hear me, I guess.

I am not sure is fair that people post as guest.
Finally making games again!
http://www.konekogames.com
Guest

Post by Guest »

lightwave and modo don't have smoothing groups either.



what i do as a workaround in blender:

i made my own exporter which generates smoothing groups out of blender's smooth/solid face information. i do floodfills to convert smooth areas surrounded by solid areas to smoothing groups. for solid faces i can set an angle threshold to let the floodfill algorithm group them together to bigger patches. it works quite well!



it's not really true that the blender developers are elitist. they are quite open for suggestions. the problem is that they have limited programmer resources and of course the programmers first work on what they like to work on the most.

i think n-gons, multiple uv-sets, hard/soft edges (which are much nicer to work with than smoothing groups) will all come together with the half-edge mesh project. we just have to be patient. :)
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