Blender 2.43 released!
Blender 2.43 released!
What the heck.
Just couldn't avoid it.
(I've seriously tried)
http://www.blender.org/development/rele ... ender-243/
I like this site revamp ...
Just couldn't avoid it.
(I've seriously tried)
http://www.blender.org/development/rele ... ender-243/
I like this site revamp ...
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
wow..a load more than I thought...
topology brush like in Silo..This can be amazingly fast for normal maps procedures...
http://www.blender.org/development/rele ... 43/retopo/
while is not what I'd cool smoothgroups, this new way of splitting the mesh will help:
http://mediawiki.blender.org/index.php/ ... t_Modifier
yay, levels..
http://www.blender.org/development/rele ... ex-colors/
This thingie can be more useful than it seems...I havent checked, but...so, an Uv proyector, if I understood well, can be a camera...I guess you all now u can navigate blender like in an FPS game...so, u can control how you project the texture, just navigating and yet, rotating or scaling the camera(ortographic) , may control the scaling of texture, etc. This is only what I suppose now. If is so, can be fast for in-door levels...
http://mediawiki.blender.org/index.php/ ... t_Modifier
Afe, you may be interested by Two-Point "Architect" Perspective ..I was hoping something of this for curiosity...I guess you aware.
http://www.blender.org/development/rele ... -features/
amazing for helper in normal maps (as well as sculpt and retopo) , but it was was already somehow..
http://mediawiki.blender.org/index.php/ ... e_Modifier
really...gotta try 3d painting...not that am gonna compare with deep 3d..or maybe yes..perhaps is even better...
http://www.blender.org/development/rele ... -painting/
What i do really care about :
http://www.blender.org/development/rele ... on-system/
ppl is aware of this one but we have it in the stable now..
http://www.blender.org/development/rele ... er-baking/
the uber rocking tool for uber hi res mesh detail (normal, parallax and displacement maps)
http://www.blender.org/development/rele ... ulpt-mode/
Modifiers have been improved such a lot.
And those above are not all... Just what grabs now my attention...usually there are gonna be extra touches everywhere once am using it...
![Cool 8)](./images/smilies/icon_cool.gif)
topology brush like in Silo..This can be amazingly fast for normal maps procedures...
http://www.blender.org/development/rele ... 43/retopo/
while is not what I'd cool smoothgroups, this new way of splitting the mesh will help:
http://mediawiki.blender.org/index.php/ ... t_Modifier
yay, levels..
http://www.blender.org/development/rele ... ex-colors/
This thingie can be more useful than it seems...I havent checked, but...so, an Uv proyector, if I understood well, can be a camera...I guess you all now u can navigate blender like in an FPS game...so, u can control how you project the texture, just navigating and yet, rotating or scaling the camera(ortographic) , may control the scaling of texture, etc. This is only what I suppose now. If is so, can be fast for in-door levels...
http://mediawiki.blender.org/index.php/ ... t_Modifier
Afe, you may be interested by Two-Point "Architect" Perspective ..I was hoping something of this for curiosity...I guess you aware.
http://www.blender.org/development/rele ... -features/
amazing for helper in normal maps (as well as sculpt and retopo) , but it was was already somehow..
http://mediawiki.blender.org/index.php/ ... e_Modifier
really...gotta try 3d painting...not that am gonna compare with deep 3d..or maybe yes..perhaps is even better...
http://www.blender.org/development/rele ... -painting/
What i do really care about :
http://www.blender.org/development/rele ... on-system/
ppl is aware of this one but we have it in the stable now..
http://www.blender.org/development/rele ... er-baking/
the uber rocking tool for uber hi res mesh detail (normal, parallax and displacement maps)
http://www.blender.org/development/rele ... ulpt-mode/
Modifiers have been improved such a lot.
And those above are not all... Just what grabs now my attention...usually there are gonna be extra touches everywhere once am using it...
![Cool 8)](./images/smilies/icon_cool.gif)
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Yep....I keep modelling in wings, but i guess normal maps detail would be in blender...
It's running really smooth here..
It's running really smooth here..
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
Ya know, I do too. I don't what it is about W3D but I just keep going back...Yep....I keep modelling in wings...
I think it's the simplicity and speed. it's quite likely we'll use both W3D and Blender in the project.
My only lament about W3D (not intending to hijack this thread) is that it's dang hard to program new features for it... Erlang is not a friendly language...
![Sad :(](./images/smilies/icon_sad.gif)
@afecelis: LOL! I see your username in a lot of the same forums I frequent. I can't believe you let a major Blender version sneak up on you!
![Razz :P](./images/smilies/icon_razz.gif)
yep, Afe got really in love with Blender...more than I, probably ![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
![Wink ;)](./images/smilies/icon_wink.gif)
Imo, its productivity can reach the sky, if know it well. Of course, probably for complex and accurate architecture models, there can be better ways: I'm mainly an objects/character modeler, in what is my modelling profile.
besides, I started it, and I give you full permission![Wink ;)](./images/smilies/icon_wink.gif)
I don't mind, Wings is my modelling virtual gloves, as is it's already great.
I'll enjoy every new feature, probably, as they never break the nice workflow and UI..
![Wink ;)](./images/smilies/icon_wink.gif)
That can never ever be 'going back'SiriusCG wrote:Ya know, I do too. I don't what it is about W3D but I just keep going back...Yep....I keep modelling in wings...
![Wink ;)](./images/smilies/icon_wink.gif)
I've seen myself banging more than twice models with it with staff mates using Max/Maya. And am not a magician, it's surely the toolI think it's the simplicity and speed.
![Wink ;)](./images/smilies/icon_wink.gif)
Imo, its productivity can reach the sky, if know it well. Of course, probably for complex and accurate architecture models, there can be better ways: I'm mainly an objects/character modeler, in what is my modelling profile.
In my case, more than likely...well, is what's been happening for evey project.(Wings also at companies, Blender only since recently there)it's quite likely we'll use both W3D and Blender in the project.
It's impossible to hijack a thread speaking bout WingsMy only lament about W3D (not intending to hijack this thread)
![Wink ;)](./images/smilies/icon_wink.gif)
besides, I started it, and I give you full permission
![Wink ;)](./images/smilies/icon_wink.gif)
I dunno. I'm no coder. But I know the project now counts on several cool developers, even if Björng is not actively on it much anymore.is that it's dang hard to program new features for it... Erlang is not a friendly language...
I don't mind, Wings is my modelling virtual gloves, as is it's already great.
I'll enjoy every new feature, probably, as they never break the nice workflow and UI..
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
well architecture is definitely not my field, so I rarely am interesting in those features...But my guess is that is simply is the way now camera behaves...unsure, tho.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com