Ok, I tried it with the 32 bit version and it worked a little (three times), then crashed.
Ok, I tried it with the 32 bit version and it worked a little (three times), then crashed.
nope...
I don't know what I'm doing but I'm doing it anyway.
Yes pc,
for me it did not crash in 32 bit for now.
next week there's an update for zmodeler brush,
maybe its fixed with it
grtz p
And for ZRemesh, I CANT WAIT for that!
nope...
I don't know what I'm doing but I'm doing it anyway.
Once again great work, the color schemes seem to get better at every iterations.
2 displacements one above an other
i rendered this one in keyshot
tried to make an old copper material
grtz p
Cool Stuff Gang!
Here's my take on Michalis's Edge Spinning Madness.
Plane 3d at 9x9 I think
Edge spin a bit
Smooth
Apply PUV
Apply Texture
Tile a bit
Weld on x axis
Thats interesting looks like some eyes
Divide up a bit
Clay build up around eyes, pull out shapes for rest of face
Export/import to hold tiling
Divide it up
Displace
and Viola Greeble Face
![]()
@patrotlood
Hey, that's cool. An artifact rather than a SciFi scene, love it.
@gmp1993
Impressive, great render.
Spinning madness, ha ha, indeed. Love it. A well known decease, you can't resist.
Some madness then. Spin, extrude, polygroups, GUVs, export-import, etc etc
All done in zb, except the maps.
(maps generated in blender, yeah, long time now I organized my auto greeble generator. Very similar to gmp's engine)
![]()
Glenn,
re:Greeble Face .....awesome!
What a great idea!![]()
Glenn! Very cool Greeble Wall-Face Creature thingie!
Warning, Will Robinson! Perpare for stupid question! Warning! Warning!
I've been doing some searching, but haven't turned up a clear answer. Probably not looking in the right place.
I've never worked with exporting .obj files. Is it possible to export subtools as a single object? That's probably not the question I'm trying to ask!
I'm not doing this, but for the sake of discussion - in the instance of the Alien Artifact, let's say I wanted to animate the upper half of the model rotating while the bottom remains stationary.
I want to take it into SP first for texturing, and then into Modo for animating and rendering.
So, if I had the two halves as subtools, could I export them together and still have them remain 'separate'. Does that make any sense? I know what I"m trying to ask, but it ain't always easy gettin' it out of my headbone.![]()
Morbius:
Yep!
- In the SubTool Palette under Merge use Merge Down after selecting the top SubTool.
- Say "yes, and go away" to the error/warning message. Thats not what it says but I cant be botherd to check what it does say.
- Do your export.
- Back in Subtool palette under Split hit the Split to Parts button, and POOF you will have subtools again.
nope...
I don't know what I'm doing but I'm doing it anyway.
One thing about that:
It can scramble the order of your subtools, make a copy if this could screw you up.
nope...
I don't know what I'm doing but I'm doing it anyway.
Okay, I get that. Thanks, Mealea!In the SubTool Palette under Merge use Merge Down after selecting the top SubTool.
Say "yes, and go away" to the error/warning message. Thats not what it says but I cant be botherd to check what it does say.
Do your export.
Back in Subtool palette under Split hit the Split to Parts button, and POOF you will have subtools again.
BUT, if I merge down the model, it will export as 1 piece, right? Or will the subtools be separate in the exported object? I mean, will there be 2 separate tools in the SINGLE exported object? THAT is what I need to end up with. OR, would I just export the 2 subtools as separate objects, and re-assemble them in my animation app? I don't want to if I don't have to. I'd rather have the single .obj export contain the 2 separate parts of the model?
"I know you think you understand what you think you thought you heard me say, but I'm not sure you understand that what you think you thought you heard me say is not what I meant!"
I don't think I'm asking this question properly.![]()
So heres what I am doing, and no matter what the object is I crash, but it will give an example.
I am using a 9x9 plane like you did:
- Select ZModeler brush.
- Hover Mouse over an edge.
- Right Click to bring up the menu.
- Select Spin.
- Click on an edge.
- CRASH.
Im going to post this in the troubleshooting forum unless Im doing it wrong some how.
EDIT: I use right clicking instead of the space bar, the spacebar is something I would love to disable.
It does crash here as well
Yes pc,
for me it did not crash in 32 bit for now.
next week there's an update for zmodeler brush,
maybe its fixed with it
grtz p
I thought it will be for Zremesher, where did you see the info about zmodeler brush update?
Morbius,
Bill Clinton? Nixon? LOL!"I know you think you understand what you think you thought you heard me say, but I'm not sure you understand that what you think you thought you heard me say is not what I meant!"![]()
I know that sometimes when I export an obj, e.g. ones I did using grouploops, it exports as a bunch (>100) of parts....which is very cool as it allows me
to add different materials to each one (or the whole thing), and animate them individually if I want. But not sure why it happens sometimes, and not all.
Alan Greenspan, with a little added extra by me just to confuse it further.Bill Clinton? Nixon? LOL!
I know that sometimes when I export an obj, e.g. ones I did using grouploops, it exports as a bunch (>100) of parts....which is very cool as it allows me
to add different materials to each one (or the whole thing), and animate them individually if I want.
What you mentioned is what I think I'm asking. I'm thinking, if you sculpted a creature, it's all one piece, and you export it and texture it, etc., and then biped rig it in whatever app, and animate away! But, if you have something mechanical - like the Alien Artifact - and you want to animate PARTS of it, how would you export the whole 'artifact' BUT have the individual pieces so you can rig them and parent them, etc.
All I can think is, if you can't export the mechanical object - like a MECH or whatever - as individual pieces in one export, then you'd have to take the model into your animation app, and spend a lot of time re-selecting the poly sets, and separating the whole thing out all over again to rig it.
And now I'm not making any sense even to myself.
Thank you and goodnight!![]()