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i made a long cylinder and then added loops to split the cylinder into 5 parts,
and then extruded each face and scaled the extrusions using the 'individual origins' setting to create the holes
.
cant extrude them all at same time cuz they are connected.
blender will treat them as a single face if you try that
note: I made up both of those terms, I don't know what they are actually called
Below is a product of array. I know it looks a bit silly texture-wise, my friends and I were making racist jokes about putting solid gold rims on off-road tires BUT it is an excellent example of radial arrays. When you realize I only made one wedge of the 32 wedges that make up this tire, it becomes clear how powerful arrays are.
oh, as an aside, when making circular things like tires it works better to be 36 wedges. The reason is simple to understand. You will need to do more than just make a radial array for a tire. For instance, the holes in the rims will almost never work in an array. They should be added to a larger wedge via booleans and that new wedge can be re arrayed. If you are using a numbrr that does not evenly divide into 360, when you go to do other operations like booleans, the topology won't match up and you will end up with some really nasty edges. Consider a wheel with 8 lugs and 6 decorative holes In the rim. Thats 2 completely different ratios but 36 wedges could handle it evenly. 32 or any other number which doesnot divide into 360 evenly probably wont.
@gypsy
i can see how that could definitely be usefull gypsy!
being able to easily make wires, pipes and rods in a certain curve like that could save a lot of work
.
adjusted the rail to be for bigger nails, added the missing black-thingy on the side, and added the top to the rails
.
also got the idea to split the battery into its own model so that i could add that every so-many nails,
(something like every 600 nails? thats 20magazines) you will also have to replace the battery in-game
.
oh almost forgot, i also quickly whipped up a nail in blender (which is also in top pic)
doesnt look to fancy in blender, but it will in-game when it has gloss
added the trigger, the part which connects the rail to the base, and nails.
also decided to continue with the battery idea and i added a hollowed-out area
for socket to the bottom of the base where the battery's plug will go in.
i'll just simply make the texture fade to black upwards inside the socket so that i wont have to further model the inside
.
close-up of the nail magazine that the player will be seen putting in the nailgun on reloading:
oooh looks neat teamonster!
reminds me a bit of the spider aragog from harry potter, but then in red
.
@GB
of course it will have smooth shading in-game, but i show it with flat shading cuz in blender the model
will look weirdly shaded without proper edge-splits, and i always wait till the last to split edges
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