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Coming Back To Torque
Coming Back To Torque
| Name: | Stacey Mickens | |
|---|---|---|
| Date Posted: | Jan 25, 2007 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Stacey Mickens |
Blog post
I have the wonderful book The Game Programmer's Guide to Torque and I am now testing out Blender being that a lot of people have been raving about it. So just today I have decided to sit down and play with it. This month has been so busy being that I design clothing for Poser that I haven't really had the time to play around with anything as far as game development. I want to continue on with my plan that I had laid for myself in my very first blog of a small game. So just a preview of what I have done so far today for blender
still a lot that needs to be done. But I will try to juggle Torque and Poser at the same time.

Till next time.
still a lot that needs to be done. But I will try to juggle Torque and Poser at the same time.

Till next time.
Recent Blog Posts
| List: | 06/28/07 - Continutation of Blender Character 05/19/07 - When You Need Your Own Texture 02/19/07 - Back In Blender 01/27/07 - Progress With Blender 01/25/07 - Coming Back To Torque 01/27/06 - Let's Make... 01/27/06 - Bored, So I Sketch 09/12/05 - Plan for Stacey Byrd |
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Submit your own resources!| David Montgomery-Blake (Jan 25, 2007 at 15:56 GMT) |
Good luck with Blender!
| Stacey Mickens (Jan 25, 2007 at 17:09 GMT) |
Edited on Jan 25, 2007 17:10 GMT
| Phillip Daigle (Jan 25, 2007 at 17:19 GMT) |
| Joseph Greenawalt (Jan 25, 2007 at 17:28 GMT) |
The main complaints about Blender are it's unconventional user interface and steep learning curve. If you're prepared to put in the time and effort to learn it, I'd say go for it. Otherwise, use whatever tool is the best fit for you. One of blender's main advantages is that it's free, and new features are being added all the time. The soon-to-be-released Blender 2.43 will include a z-brush like sculpting tool, which should make organic modeling in Blender much easier.
| Stacey Mickens (Jan 25, 2007 at 18:09 GMT) |

*Update 2:16 PM
Okay I fixed the leg area. I guess the next area would be the breast area.

Edited on Jan 25, 2007 19:19 GMT
| David Montgomery-Blake (Jan 25, 2007 at 19:33 GMT) |
| Stacey Mickens (Jan 25, 2007 at 19:39 GMT) |
| Stacey Mickens (Jan 25, 2007 at 22:35 GMT) |

| Anthony Harris (Jan 25, 2007 at 22:53 GMT) |
| Sean H. (Jan 25, 2007 at 23:04 GMT) |
| Stacey Mickens (Jan 25, 2007 at 23:30 GMT) |
Thx for the link and info. Yeah this is the first model I have done for blender wanted to get familiar with the controls. I checked out the site. Nice, but isn't they a bit too high in polygons for games??
@Sean
Thx :)
| Sean H. (Jan 26, 2007 at 00:31 GMT) |
| Ishbuu (Jan 26, 2007 at 02:14 GMT) |
Ehm, jokes aside, the Knee-shin transition really does bother me, the legs seem a bit thin in the lower half when compared to the rest of her figure, but maybe its just the angle. I'd suggest revising them a bit either way. Cheers!
| Stacey Mickens (Jan 26, 2007 at 02:36 GMT) |


But I will be tightening the body up some more. Also I haven't figured out how to get blender to show me my poly count so I have no clue what the count is right now.
Edited on Jan 26, 2007 02:38 GMT
| Joseph Greenawalt (Jan 26, 2007 at 02:44 GMT) |
The polygon count is shown at the top of the screen, to the right of the green "www.blender.org". If you switch into edit mode and select all faces it'll show you the count of the selected faces. It looks like you're using mostly quads, so double that amount to get the triangle count. Also, when you're ready to export, be sure to turn off "double sided" for the mesh, or the count will be doubled yet again :-)
| Stacey Mickens (Jan 26, 2007 at 03:37 GMT) |
| Anthony Harris (Jan 26, 2007 at 03:52 GMT) |
anyway, good luck with blender, you're braver than me, i'm fiddling with silo and cheetah3d currently.
| Stacey Mickens (Jan 26, 2007 at 04:19 GMT) |
| Stacey Mickens (Jan 26, 2007 at 05:47 GMT) |
The head at the moment comes in at 832 polygons after calculating in the triangles. The body comes in at 1396Edited on Jan 26, 2007 05:49 GMT
| Andrew Hull (Jan 26, 2007 at 07:08 GMT) |
But either way, good looking stuff!
Edited on Jan 26, 2007 07:09 GMT
| Stacey Mickens (Jan 27, 2007 at 06:41 GMT) |
| J Sears (Jan 29, 2007 at 10:08 GMT) |
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