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Showing posts from August, 2012

Isle of the Mutant Monkeys!

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Finally, more pictures of my real modeling!  This post will, as well as showing fun images, involve technical details.  Anyway, this picture uses particles.  I’ve toyed with them before, but I had no idea how to make it work.  It turned out all I had to do was render it!  Particles, among other things, are good for fires, explosions, etc.  Although it appears inconsequential, one of my biggest knowledge boosts was (with the help of my book, which can be Herculean to understand sometimes anyway) assigning multiple textures to the “transporter.”  My problem in previous attempts was pressing the “New      +” in materials, when for more than one in one object I just press the overlooked “+” button near the New Material section. This next one is probably one of my favorite creations: a self-made movie poster! I highly doubt I’m going to make it a real movie, or even a short animation, but still quite fun.  This is not my first project to use light for reasons other than, well,

Isle of the Mutant Monkeys (Game)

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Well, more like mutant monkey heads. The original concept of this was from my brother, who also designed most of the monkeys and the background himself.  You see, Suzzane the monkey (shown here) is one of Blender’s primitives, so we just couldn’t resist mutating them awkwardly.  My Yoda post used a “mutant monkey” for the head. Suzzane, an “Easter egg” made exclusively for Blender. Anyway, I did everything I could to make the file a testing for one thing I was experimenting with: the game engine.  I used this for both first-person and third-person games.  The third-person didn’t use advanced movement (they were floating heads) but I could still make them fly around and respond to my keys.  There is a way to make the cameras follow the objects (parenting, which allows certain objects follow other objects) but I wasn’t interested in that at the moment.  Instead, I turned my work to first person, which–surprisingly–turned out to be a lot easier. There is also a way to assi

Update (To the Software and Hardware, as Well as the Blog)

First of all, our friend, Mr. Bill, just got me a new computer built for graphics!  Including an updated version of Blender, I am now able to build and render images much faster! Second of all, I am now attending an online course teaching Blender!  This should teach me the ins and outs of Blender in a flash! http://www.k12.com , an all-subject online teaching site.

I'm Back! (Again!)

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I did bring my laptop this time, but the problem was that since I didn’t have Blender or Sculptris installed, there was really nothing to blog about .  However, there was one thing I had: Photoshop.  Some of you may remember my family portrait earlier.  I’ve done a minor update on it–namely, not cutting off part of my sister’s head and shoulders (while Photoshopping the Prime Minister, who was taking the picture, into the photograph. For those of you who haven’t seen the previous post, I’m the fellow in the orange shirt and the fish pendant): I also took the liberty of putting our other four siblings, Hope, Jean, Regina and Mary, in there as well. Or perhaps you’d prefer Choclo and Zorg wielding lightsabers? I’ve experimented with a few others, though I’m sure I can post these later (this is the short version, really!)

DONE!

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Finally!  After weeks of trying, I’m finally done! Well, you may have been expecting something better, but it was an achievement for me.  I ended up loading and re-saving the sounds as .WAVs on WavePad Sound Editor, which is, well, a sound editor.  After that, it was easy to just add the sounds on a movie editor (Windows Live Movie Maker is the one I used).  Once I learn more about particles and such, I may make a more advanced version with an explosion or two.  Also, now that I know how to make sounds, I can now probably make much more advanced movies–probably longer ones, too. And believe it or not, you may not hear from me for another week, as I’m going on vacation soon.  I’ll bring my laptop this time, so I may blog from there.