The jumping looks a bit weird, and the shiny blocks in the corridor looked very non-minecrafty, but otherwise pretty good
Yes I know, but that is the best I could manage. The blocks however were not changed, so I don't know what is the problem. Maybe its the color grading.
Thanks though.
Yes I know, but that is the best I could manage. The blocks however were not changed, so I don't know what is the problem. Maybe its the color grading.
Thanks though.
In the first corridor, you need to lower the specular and turn off the reflections to make it look more minecrafty.
I can't believe how long it takes to model a to scale face. I keep screwing it up.
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Dropbox: 2.25gb Free file sharing and direct linking
In the first corridor, you need to lower the specular and turn off the reflections to make it look more minecrafty.
I can't believe how long it takes to model a to scale face. I keep screwing it up.
Modeling shouldn't be too hard. This is what I did:
I decided that each Blender unit would be 8 MC pixels. The default block is 2x2x2 Blender units. From there its math. Count the pixels on the texture, and scale the block accordingly. If the body, for example, is 32 pixels on the Z axis, I would scale the default block to twice its size on the Z axis (32 pixels / 8 pixels per blender unit = 4 Blender Units).
1 question. Did you texture before or after you subdivided? Im trying to do it after, but even though interpolation is off, the texture is still blurred.
Rollback Post to RevisionRollBack
Dropbox: 2.25gb Free file sharing and direct linking
1 question. Did you texture before or after you subdivided? Im trying to do it after, but even though interpolation is off, the texture is still blurred.
Texture after you finish modeling. If you texture before you finish modeling and then move something the texture will get stretched. However it is worth noting that it shouldn't get blurry, just stretched. If the lines are blurred, you are welcome to copy my texture settings. I can't say I know what everything there does.
Erm, bit of a problem.. I accidentally deleted my project with the camera in it which was using your rig. whenever i go into "add" now, the add camera option is blurred out... help. Btw GREAT RIG! Also when i open the enderman, he turns out pink.
Anyway; you deserve
Erm, bit of a problem.. I accidentally deleted my project with the camera in it which was using your rig. whenever i go into "add" now, the add camera option is blurred out... help. Btw GREAT RIG! Also when i open the enderman, he turns out pink.
Anyway; you deserve
Not sure about the first problem. Did it work up until that point? If so, redownload the file and make sure none of the texture options changed. I have updated the EnderMan as well. I am sorry for that one, my bad.
, thank you; i cant say how much this rig has helped me. also, my enderman is still pink. also the creeper link isnt working. for some reason i just couldn't add a camera after i had appended other things into the project so now i'm able to add a camera.
But I have one complaint more than anything - you use too many vertices, which slows down render time significantly. I mean, are 104450 verts (104448 faces) really necessary for one set of teeth? xD
But I have one complaint more than anything - you use too many vertices, which slows down render time significantly. I mean, are 104450 verts (104448 faces) really necessary for one set of teeth? xD
Altogether, though, it's a really nice set
Thanks for the critique! I did this some time ago and I wasn't as good as I am now (not that I am so good). I'll try to re-work the model a bit. If there are any other blocks or issues that need attending, tell me!
, thank you; i cant say how much this rig has helped me. also, my enderman is still pink. also the creeper link isnt working. for some reason i just couldn't add a camera after i had appended other things into the project so now i'm able to add a camera.
Due to a complaint, I went in a reworked the structure of Steve's head. I must have removed a ton of vertexes from the eyes, teeth, pupils and the head it self. I redid all the shape keys, they should work the same though. Hopefully everything runs a lot better now. http://www.mediafire...biz5nx8ylxrony1
The "sharp" version of Steve is unchanged. I will recreate him later.
But I have one complaint more than anything - you use too many vertices, which slows down render time significantly. I mean, are 104450 verts (104448 faces) really necessary for one set of teeth? xD
looks very nice. i have just started using blender for animations and they are coming along nicely. i have used, so far, 2 different rigs and this so far is easily the best, most effective and full of goodies. i will be uploading a video ASAP right after i finish with some tests iv'e been working on. Looking foward to seeing what you think of my creation
I would really like to thank everyone for all the positive feedback! I am really happy to see so many people say good things about the rig here, on blendswap and on youtube.
If there are any special requests, ask away!
Added a skeleton a wolf and a bow!
The bow's stretch value can be changed in the shape keys.
I am really happy with these, they are the most detailed rigs so far, apart from Steve, and they didn't take too long to make!
I feel like I am getting good! I even tried animating them both, and it turned out pretty good.
Yes I know, but that is the best I could manage. The blocks however were not changed, so I don't know what is the problem. Maybe its the color grading.
Thanks though.
In the first corridor, you need to lower the specular and turn off the reflections to make it look more minecrafty.
I can't believe how long it takes to model a to scale face. I keep screwing it up.
Modeling shouldn't be too hard. This is what I did:
I decided that each Blender unit would be 8 MC pixels. The default block is 2x2x2 Blender units. From there its math. Count the pixels on the texture, and scale the block accordingly. If the body, for example, is 32 pixels on the Z axis, I would scale the default block to twice its size on the Z axis (32 pixels / 8 pixels per blender unit = 4 Blender Units).
Texture after you finish modeling. If you texture before you finish modeling and then move something the texture will get stretched. However it is worth noting that it shouldn't get blurry, just stretched. If the lines are blurred, you are welcome to copy my texture settings. I can't say I know what everything there does.
http://www.mediafire.com/download.php?1j7f8ud7dp779en
I should have done this a long time ago!
Anyway; you deserve
Not sure about the first problem. Did it work up until that point? If so, redownload the file and make sure none of the texture options changed. I have updated the EnderMan as well. I am sorry for that one, my bad.
But I have one complaint more than anything - you use too many vertices, which slows down render time significantly. I mean, are 104450 verts (104448 faces) really necessary for one set of teeth? xD
Altogether, though, it's a really nice set
Thanks for the critique! I did this some time ago and I wasn't as good as I am now (not that I am so good). I'll try to re-work the model a bit. If there are any other blocks or issues that need attending, tell me!
What do you mean by creeper link not working?
http://www.mediafire...biz5nx8ylxrony1
The "sharp" version of Steve is unchanged. I will recreate him later.
If there are any special requests, ask away!
Was just randomly playing around:
Also slight adjustment to some blocks and the pig rig. Nothing fancy or important.
http://www.mediafire.com/download.php?zgehlppnzvyy2xp
That sounds weird, I don't have that problem and no one else has complained about this.
I have no clue what to tell you.
Added a skeleton a wolf and a bow!
The bow's stretch value can be changed in the shape keys.
I am really happy with these, they are the most detailed rigs so far, apart from Steve, and they didn't take too long to make!
I feel like I am getting good! I even tried animating them both, and it turned out pretty good.