I forgot to put my log yesterday as I was too busy trying to form curved shapes. For now, this is what I'm working on.
I forgot to put my log yesterday as I was too busy trying to form curved shapes. For now, this is what I'm working on.
I'm gonna have to continue this at a later date, it appears I'm not skilled in making rounded shapes that much yet.
For now I've decided to learn a few different topics about gunfire in blender. I'm gonna use this to entertain myself for a bit to avoid burnout.
I'm gonna have to continue this at a later date, it appears I'm not skilled in making rounded shapes that much yet.
For now I've decided to learn a few different topics about gunfire in blender. I'm gonna use this to entertain myself for a bit to avoid burnout.
Oh, goodness. It took me an entire day trying to figure out how an MS-14J's head is shaped as I'm not familiar with making rounded shapes yet, so it's going to take much longer to finish the rest.
Basically I'm making an MS-14J based on Kazuhisa Kondo's aesthetics.
Oh, goodness. It took me an entire day trying to figure out how an MS-14J's head is shaped as I'm not familiar with making rounded shapes yet, so it's going to take much longer to finish the rest.
Basically I'm making an MS-14J based on Kazuhisa Kondo's aesthetics.
I'm almost done with the model, but there are a few tweaks I need to take care of, namely the bones and more detailing. Then I think I'll jump into starting designs with a circular or rounded shape.
I'm almost done with the model, but there are a few tweaks I need to take care of, namely the bones and more detailing. Then I think I'll jump into starting designs with a circular or rounded shape.
Day 10; additional log: Finishing Touches
Almost done with model. Just needs a few finishing touches on the detail and maybe proportions, then move onto modelling the weapon before doing shaders and the animation.
I think I'll add a tagged log again when the whole thing is finished.
Day 10; additional log: Finishing Touches
Almost done with model. Just needs a few finishing touches on the detail and maybe proportions, then move onto modelling the weapon before doing shaders and the animation.
I think I'll add a tagged log again when the whole thing is finished.
Just finished the arm and hands, then I'll just mirror them later. Now, I think I need to make the torso and the hip, then I'll make another log again before making the legs.
I haven't forgotten detailing the chest modules though, but I think that should come last.
#blender
Just finished the arm and hands, then I'll just mirror them later. Now, I think I need to make the torso and the hip, then I'll make another log again before making the legs.
I haven't forgotten detailing the chest modules though, but I think that should come last.
#blender
That was a pain to make. It was at least fun though. But yeah, I'm finally done with the cockpit area. It's also very cramped and in an unsecure spot!
That was a pain to make. It was at least fun though. But yeah, I'm finally done with the cockpit area. It's also very cramped and in an unsecure spot!
I've decided to add a cockpit design in the mech as I've always had the dream of designing something that I can pilot. It's almost 10 days of Blendering so far, and I'm happy with my progress.
I've decided to add a cockpit design in the mech as I've always had the dream of designing something that I can pilot. It's almost 10 days of Blendering so far, and I'm happy with my progress.
Finally going to try to make my own mech this time, but it's going to be more akin to an MT from Armored Core, where the mechs tend to be more primitive and mass produced.
I will try to maintain its humanoid structure though, albeit more primitive than most mecha you see nowadays.
Finally going to try to make my own mech this time, but it's going to be more akin to an MT from Armored Core, where the mechs tend to be more primitive and mass produced.
I will try to maintain its humanoid structure though, albeit more primitive than most mecha you see nowadays.
Been exploring lighting arrangement, trying to see how it affects textures and such. I've also updated the model and finished the details, not to mention tweaked some of the materials to make it more of an overlay than something of an actual surface.
Been exploring lighting arrangement, trying to see how it affects textures and such. I've also updated the model and finished the details, not to mention tweaked some of the materials to make it more of an overlay than something of an actual surface.
While I was messing around and played with the two mechs, I found out that I shouldn't keep my models too sharp as it lessens the realism. I think I should bevel them all at some point.
Anyway, I've decided to render in EEVEE for now.
While I was messing around and played with the two mechs, I found out that I shouldn't keep my models too sharp as it lessens the realism. I think I should bevel them all at some point.
Anyway, I've decided to render in EEVEE for now.
Tweaked a few settings on one of the nodes to make sure the texture coordinate is set to UV. I had to do that or the textures would move around if animated.
This is now how the model looks like. I'll also make more material assets in the meantime.
Tweaked a few settings on one of the nodes to make sure the texture coordinate is set to UV. I had to do that or the textures would move around if animated.
This is now how the model looks like. I'll also make more material assets in the meantime.
My learning progress seems to gotten back with some direction again, I'm finally sorta grasping the shaders, but they're still too complicated for me to do on my own.
At the moment, this is how cursed it looks like right now.
My learning progress seems to gotten back with some direction again, I'm finally sorta grasping the shaders, but they're still too complicated for me to do on my own.
At the moment, this is how cursed it looks like right now.
I may need to insert more work with tutorials and spend less time with mechs, but try to find ways to still insert it in every day. I also need to find motivators to study shaders without getting lazy.
Meanwhile, I was able to create a running animation for the Blizzaia.
I may need to insert more work with tutorials and spend less time with mechs, but try to find ways to still insert it in every day. I also need to find motivators to study shaders without getting lazy.
Meanwhile, I was able to create a running animation for the Blizzaia.
I stumbled upon ucupaint, which is an addon that also lets you texture paint with layers. I think I'll stick to this for now and see where it brings me.
With that said, I've started working on the fourth mech; another wanzer. It's either a Frost or a Blizzaia at this point.
I stumbled upon ucupaint, which is an addon that also lets you texture paint with layers. I think I'll stick to this for now and see where it brings me.
With that said, I've started working on the fourth mech; another wanzer. It's either a Frost or a Blizzaia at this point.
Output will be less atm, as it looks like it'll take a while to search for a good free texturing software as Blender doesn't seem like the ideal program for custom textures, at least from what I've found out searching so far.
I also tweaked the walking cycle.
Output will be less atm, as it looks like it'll take a while to search for a good free texturing software as Blender doesn't seem like the ideal program for custom textures, at least from what I've found out searching so far.
I also tweaked the walking cycle.
I'll admit, it's still kind of janky, but it's much better than the ones I had before.
I'll admit, it's still kind of janky, but it's much better than the ones I had before.
It's done. Now I need to start adding controllers and such to make it an animate-ready object. For that, I'll have to study and watch a few tutorials about controller rigs.
I've also attempted another walk animation, but it's the wrong method with only IK.
It's done. Now I need to start adding controllers and such to make it an animate-ready object. For that, I'll have to study and watch a few tutorials about controller rigs.
I've also attempted another walk animation, but it's the wrong method with only IK.
Finished the modelling part on the legs of the third model. I think I'm quite happy with the results of the shaping so far.
Now, I just need to model the arms and add details on a consistent note; can't have one part have too many details, it'll just look weird.
Finished the modelling part on the legs of the third model. I think I'm quite happy with the results of the shaping so far.
Now, I just need to model the arms and add details on a consistent note; can't have one part have too many details, it'll just look weird.
I'd like to think that my work seems to have improved greatly thanks to the second mech model. My third model looks vastly different and seems to have taken different shapes now.
They're essentially from the same Zenith wanzer series, just a different variant.
I'd like to think that my work seems to have improved greatly thanks to the second mech model. My third model looks vastly different and seems to have taken different shapes now.
They're essentially from the same Zenith wanzer series, just a different variant.
Flipped some normals, readjusted the model to be a little thinner to be more articulate and poseable, added a weapon, etc. Also tried to do a number of short animation exercises for my learning experience. I think I'll make more weapons today for future mechs.
Flipped some normals, readjusted the model to be a little thinner to be more articulate and poseable, added a weapon, etc. Also tried to do a number of short animation exercises for my learning experience. I think I'll make more weapons today for future mechs.
No new mech model today, I'm afraid. I've mostly tried getting the principle of a walk cycle embedded in my mind for the day. I'm going to work on weapons for tomorrow as well.
In any event, this is what I have for today. Walk cycle needs some refinement though.
No new mech model today, I'm afraid. I've mostly tried getting the principle of a walk cycle embedded in my mind for the day. I'm going to work on weapons for tomorrow as well.
In any event, this is what I have for today. Walk cycle needs some refinement though.
It's an unfinished model, it looks like I have to adjust as it's probably unrealistic to be able to make a mech model from scratch within a day if you have work as well.
For now, this is missing weaponry and bones with controllers, which I haven't learned yet.
It's an unfinished model, it looks like I have to adjust as it's probably unrealistic to be able to make a mech model from scratch within a day if you have work as well.
For now, this is missing weaponry and bones with controllers, which I haven't learned yet.
100 days; 1 mech model per day.
Day 1: Learning Shapes
100 days; 1 mech model per day.
Day 1: Learning Shapes
I have not touched my Bluesky account since Gundam Breaker 4.
But yeah, just some Creative Space screenshots for PSO2NGS Global on Ship 2. I've been playing this for a while again, but I've only been touching CS building at the moment. Gear grinding and such are just secondaries for now.
I have not touched my Bluesky account since Gundam Breaker 4.
But yeah, just some Creative Space screenshots for PSO2NGS Global on Ship 2. I've been playing this for a while again, but I've only been touching CS building at the moment. Gear grinding and such are just secondaries for now.