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3D game dev thread
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You are currently reading a thread in /mlp/ - My Little Pony

Thread replies: 147
Thread images: 45
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Hey 3D Anon and Hampony.... any chance you'll make a game demo anytime soon?

Q&A/FAQs--> http://pastebin.com/razBGdu2

This thread is for the posting, sharing, and discussion of anything 3D mlp. Especially 3D animation.
Feel free to ask questions or provide feedback and critique, preferably the useful type.

3DAnon's Ponies: https://www.mediafire.com/folder/6se1gqaq9x81u/Pony
3dAnon's EQG Models: https://www.mediafire.com/folder/xl354g6562k1x/EQG_Blender_Models
Other models (Including nude and Pony) are linked in the pastebin.
SFM/GMOD ADDED (See pastebin)

Awesome As I Want to Be. FINISHED https://youtu.be/SYWU8Fw45Zg
Very High Bitrate HQ/HD Video: http://www.mediafire.com/download/p6gz2n6mxn197ji/HighQualityVideo.zip

3DAnon's Livestream:
twitch
.tv/creatorofpony

http://3d-mlp.org/
is LIVE

>What program do I need?
Well, these models are made with Blender. (Blender.org)
>i-is it really that easy?
See Q&A/FAQ
>Ok, how does one use Blender?
Look at CGCookie or Blender Guru for the best tutorials.

Tutorial for Beginners:
http://www.blender.org/
Download that shit

https://youtu.be/y__uzGKmxt8
https://youtu.be/ChPle-aiJuA
Make this shit

http://youtu.be/_3rX5zC9mu4
http://youtu.be/_trnU-KTkqg
http://youtu.be/GMRxZRpG5jY
Then watch and create this shit

Base Pony modelling
https://youtu.be/HkdoJ3CaU18

*Gaming programs
>Unreal Engine 4 (UE4)
https://www.unrealengine.com/

>Unity
http://unity3d.com/learn
http://unity3d.com/get-unity/download

---Resources for free 3D models (or paid)---
http://tf3dm.com/ (my favorite)
http://www.blendswap.com/
http://archive3d.net/
http://www.cgtrader.com/free-3d-models
http://3docean.net/?osr=tn&_ga=1.42777317.1598962150.1423777496
http://www.turbosquid.com/Search/3D-Models/free
http://www.creativecrash.com/3dmodels
http://artist-3d.com/

Textures?
http://www.cgtextures.com/
http://www.textureking.com/
cgtextures has a shitload, so this should be enough.
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>>25869733
Seeing as there are nude EqG models I need to ask if there are actually explicit pony models?
>>
>>25869733
Is thread kill?
>>
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This thread is relevant to my interests.

No time left though...

Saved to read later...
>>
Stay alive. Till the right people find you.
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>>25871029
Godspeed
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>>25869733
This is relevant to my interests...
>>
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>>25869733
May as well post sometime.
I made this early today and figured that I should post.
>>
Stay alive till morning. ;_;
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>>25874828
bump
>>
>>25875769
bump
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>>25876645
bump
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>>25874174
cool, is it for something?
>>
>>25869733
This thread...

I remember this thread...

It is important that the right people see it.
>>
>>25879408
It was for some instructions I was making. It was also a really good way for me to learn weight painting and using bones for the black holder.
>>
Bump.

Take it from here american posters.
>>
LIIIIIIVVE
>>
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I made a thing.

http://192.99.34.23/~nrdtcom/
>>
What's the point of this thread?
>>
/mlp/ really is dead if there's not even 10 contributers for this.
>>
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Oh, yes! Finally a 3D thread.

I've been learning Blender by working through the 'Noob to Pro' wikibook – I'm the guy who put up that shoddy little jeep model from the tutorial in the thread at the beginning of the month.

I just finished the very first model I've made on my own (ie, not a tutorial): this pegasus tribe hoplon.
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>>25891027
And here's a comparison of it to the pegasus tribe banner in the Hearth's Warming Eve episode.

I sure learned a lot from this project. Some of the big points that strike me, looking back on it:
- Triangles are not your friend (especially is you plan to add a subsurf modifier). Avoid them as much as possible, and where you must use them, surround them with closely spaced quads to stop them warping the subsurfed model too much

- Be absolutely certain you're satisfied with your model before you start texture mapping. I thought my pegasus model looked good, but when I noticed that some of the pinions have concavities (take a look at the weird shadows on the lower pinions on the left of this image), I'd already spend time texturing and so didn't want to lose all that work by trying to improve the model. What a blunder!

- Plan ahead carefully. You'll notice the ears on the shield don't actually match the banner. They should have a concavity on their inner sides so they fall behind the forehead, which they don't in my model.

I'm sure you more experienced modelers can spot other things I did wrong or could improve. Please share any critiques you may have – I want to improve.
>>
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>>25891027
Looks bretty gud.
Could use some clamping to help get rid of the fireflies in the dark areas.
Also, If the ring is supposed to be gold, you can try this material setup for a more realistic gold look.
>>
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>>25891126
I also have a few questions for any Blender veterans reading:

- What does the smoothing factor for loop subdivide work? It runs from 0 to 4, but what does that factor actually mean? Is 1 a linear interpolation between its neighbors, and >1 exaggerates that, or what?

- What do you think of UV spheres? You can probably tell that I used a UV sphere as the primitive for the pegasus' head, and when I subsurfed it, it got a bit wrinkled at the pole, which is right at the front of the head.

If I had it to do over again, I'd have rotated the sphere 90 degrees about the y axis so I could conceal the poles under where the wings meet the head. But what about for models where there isn't an easy place to hide the poles?

I've seen some mention of polyspheres in Blender forums I searched about this, are they a good solution?
>>
>>25891199
Thanks for the tip. I was actually going for a beaten copper look on the rim. Does it look like copper to you? I think it's passable.

Also, I used the Blender Internal renderer, so I'm not sure there's a clamp option for that. Could you explain what you mean by 'fireflies'?
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>>25891263
It looks more like gold painted iron.
Fireflies are rendering artifacts that are the bright pixels that sometimes show up when rendering. Like in the dark areas of your pics. You can raise up the samples to help get rid of them or clamp them to filter them out.
Also
>Internal
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>>25891126
>I'd already spend time texturing and so didn't want to lose all that work by trying to improve the model.
What do you mean? I know you can still move vertices around without changing their UV position (you can fix the UV later if you need to), and I'd expect Subdivide and other commands to do the right thing for the UVs of any vertices they add/remove.

>>25891231
You can always edit the geometry manually to get rid of that pole vertex with the ridiculous number of neighbors.
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>>25891755
>you can still move vertices around without changing their UV position
Yes, I know, but adding new faces (to tightly constrain a tri, say) sends the whole thing to hell. I'd need to do a new unwrap in that case. Maybe it'd not be so much work, but it seems like it would be.

>You can always edit the geometry manually to get rid of that pole
Also true, but that just creates an n-gon that doesn't play much better with subsurf than the polar tris did!
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>>25891871
Well, you don't HAVE to create an ngon, you can delete the vertex and all attached edges/faces, then fill in the hole with whatever combination of tris/quads you like.
>>
Here's a question: what is the best method for joining 3 near-mutually-orthogonal faces at a vertex? I'd like to minimize distortion of the mesh where they come together.
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>>25869733
Do you think calling this a "game dev thread" was a bad idea? I know OP says
>discussion of anything 3D mlp
but a thread title like that might make people who are just interested in art or animation overlook it.
>>
Maybe linking >>>/3/ would have been a good idea.
>>
>>>/agdg/
>>
>>25894703
what
>>
Geez, this thread is a ghost town. Why couldn't you label this as a 3D General like in the old days, OP? We need to get some butts in the seats.

Come on people, this is Christmas vacation! Let's make some stuff!
>>
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I'm making an animation for something else but might as well post it once it's done rendering. It will be extremely out of context but it'll be something.
Should only take a little over an hour to render since it only needs 10 samples but has 420 frames.
>>
>Adobe creates a full pipeline from C4D to After Effects
>Maxon continues to refuse to allow third-party access to their file format

suffering.png
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Seeing these threads makes me happy. Shame nothing much happens in them. On the topic of games, if you're familiar with JanusVR you can hop into the room I built:

https://beta.vrsites.com/cheezkurds/ponyville-v1

It's nothing much, but it's interesting at any rate. I wish the Janus threads would have gone further.

What should we make, 3dfags?
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>>25897315
I'm thinking of it
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>>25897902
Finally finished. It wasn't until watching the final video render that I realized that I animated the second half wrong.
Nothing any of you would understand what this is for but though I'd share anyways.
>>
I have the rising urge to pay someone here to make a pony avatar for FaceRig

All the project doing that died off
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>>25899417
neat
>>
>>25897315
Copy the OP, rename it and link it to this one. Dual threads are the future.
>>
>>25898394
>What should we make, 3dfags

I'm working on phase one of a model of the Cloudsdale Cloudosseum at the moment. Hopefully I'll have something to share later today.
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>>25899417
I like it. I assume this is supposed to be some sort of product demo for a foldable stand? Putting filly Twi in there was a nice touch.

Is that a school project?
>>
>>25900729
Yeah, pretty much. It's not for school, just something I made and showing how to do it.
>>
They had 4 months anon, they're not gonna finish their demo.
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If you guys are going to make this bump central, at least post old shit from when the thread had contributors.
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>>25900722
>10 hours ago
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>>25905725
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>>25906494
It's still today, isn't it? Geez, it's not even late where I am.

But anyway, I've been tooling around with various components for the stadium. Here are the inner and outer columns for the Cloudosseum.

If you want to suggest any improvements, feel free.
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>>25907258
You don't seem to be using cycles.
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>>25907258
And, for comparison purposes, here are those same columns as they appeared in the show.

It's a bit difficult to know how much detail to add to the kind of sketchy, ideographic representation the animators put on the page. Add too much detail, and it won't look like the cartoon any more; add too little, and it looks like a crappy model.

Do any of you guys have a rule of thumb for how to handle this? Did I do an okay job striking the balance?
>>
>>25907278
No, I'm just using Blender Internal. Since all the detail is in the textures and not the material, would it make a significant difference?
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>>25907294
Yes. BI a shit. Cycles allows for photorealistic rendering. Although, if you aren't very good I don't know if it'd make a difference right now.
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>>25907310
Why would I want photorealistic rendering for something that's supposed to look like a cartoon?

I'm not trying to be snotty with that question, I'd genuinely like to hear your thoughts – I'm trying to learn by doing, here.
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How to fix mane and tail physics? I just load .blend, didn't touch anything.

Blender v2.76b
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>>25907357
Looks like Twily forgot to use her volumizing shampoo this morning.
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>>25907343
How are you going to use 3Danon's models in BI? They were made in Cycles. Also, if you want to take 3D seriously, photorealistic is generally the direction to go if literally every movie is any indication.

>>25907357
Marble Pie pls

Redownload the file.
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>>25907357
On another thought, the head probably isn't being noticed by the mane physics to give resistance.
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>>25907382
> Marble Pie pls
What?

> Redownload the file.
I'm pretty sure that won't fix the problem. Blender works with this model without crashing.
>>
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>>25907382
Well, I wasn't planning on using 3Danon's models... I guess I might want to eventually in order to save time, but right now I'm really interested in making my own stuff.

And since I'm focused on learning modeling and texturing atm, materials aren't really a priority right now. I'm sure I'll eventually move on to cycles when material quality becomes important, but I'm still a fair bit away from that.

Also, I think I made the inner column too pink before, here's a better texture for it.
>>
>>25907258
>>25907506
Lookin' good
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I don't understand. Something has to be wrong with the head movement. Do you guys see anything strange about it?
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>>25907807
I can't really see anything wrong with it. Maybe because I haven't seen it a million times.es like you.
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>>25907807
Looks alright to me. What are you seeing?
>>
>>25907869
>>25907878
I guess it's just that I assume something must be wrong with it or something. Every time I see it and re interpolate the head rotation, it seems off. I guess I'll move on to other things.

Thanks, senpai.
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>>25907898
In my limited experience here, something will always look off. I ought to do some more animating, I'm excited to see how yours will turn out
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>>25907975
Thanks. Animating is fun, and I hope you try some stuff, even if it's basic shit like webm related. It's rewarding in the end.

Start with a meme.
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>>25908031
That's mesmerizing.
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>>25907975
WHY IS SHE DOING THIS?!
MY EYES
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>>25908031
Goddamn I love the hair.
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>>25907666
Aw, thanks Satan.

>>25907975
Behold the majestic Equestria Girl in its natural environment ^:)
>>
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Emotion first pass. I can already see that the mouth bones fluctuate too much to the head rocking. Still think there's something off about the general head movement.

Keep thread a live pls
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Well, I'm turning in for the night, but here's the progress I made on the first section of the Cloudosseum, if anyone is interested.

(The plan is actually for a Cloudodrome shape, so that's why this is a straight section).
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>>25909429
Nice progress. I'm looking forward to seeing what you have in mind for this.
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Aimlessly practiced a little. Thoughts?
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>>25885661
It keeps moving sideways when you talk to her.
>>
http://dragon-mango.com

Could someone crack and edit this with a flash decompiler?
>>
Europe time
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>>25910442
Looks pretty decent, but you could still use some refinement in the basic animation techniques: https://www.youtube.com/user/gbeaudette/videos

The hair is static and you could also apply the overshot of motions to make the whole thing less snappy.
>>
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>>25910442
I think it's ok. Something you should watch out for is not making your keyframes into massive columns like pic related. You also generally shouldn't have your interpolation like the green line you see here. They need smooth transitions from expression to expression.

What you're doing isn't necessarily wrong though. Creating your main poses first is a good strategy, but you simply didn't add the detail inbetween the poses. So your work isn't wrong, it just needs to be added to. I'm glad to see you're at least trying, that says a lot.
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>>25907494
I think it was a reference to the hair position being similar to marble pie
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>>25911547
>>25912341
Thanks anons. I'm a total beginner, this really helps
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>>25913725
Update when?
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>>25913808
I dunno. I'll get around to it eventually
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>>25909584
I've been tinkering a bit with the stadium this afternoon, here's an updated image of section A.
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>>25914641
Looks like PS1 graphics
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>>25915370
Is that a good thing or a bad thing?
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>>25914641
I need to figure out what to do with the actual seating areas, but the primary modeling and texturing of this section is nearly complete.

I'm open to suggestions if you have an idea to improve it.
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>>25916987
What reference images are you using for the stadium?
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>>25917159
Just screenshots from "Sonic Rainboom," pic related is probably the most useful one.
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>>25917159
And here's an exterior shot; this is where the outer column designs came from.
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>>25917583
Further to that, here's the rear view of my model, if anyone want to see that.
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>>25917591
sigh
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>>25917606
At least recreating the MLP Colosseum won't be as tedious as the real one.

>creative licenses
>>
>>25918108
Wow, that's really neat (and, yeah, a whole heck of a lot more complicated than the Cloudosseum). What did you make that for?

Actually, since you have that experience, do you have any input on this question:
>It's a bit difficult to know how much detail to add to the kind of sketchy, ideographic representation the animators put on the page. Add too much detail, and it won't look like the cartoon any more; add too little, and it looks like a crappy model.
>>
>>25918108
>that
>tedious
niggerwhat

Make one section of that properly and you can duplicate almost all of it into a circle.
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>>25918176
>experience
it was a google search
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>>25918435
Oh, I thought you were 3Danon or something. I'm sure he's made models like that before.
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Update before I move on to animating the body from scene 2. Fixed some issues with the mouth, offset a few keyframes because why not, got over the head movement.

>inb4 "what are you doing you gigantic faggot, the fucking hair isn't animated"

I plan to animate the full body from both scenes and then do the hair last. The hair is actually relatively easy since it's merely reacting to the head movement, it just takes a long fucking time to go through all of them.

All 20 of them...
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>>25919251
I'm really excited to see what you come up with. Keep up the good work.
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>>25919251
I know this is a really stupid question, but how do you preview render? Like, how do you show off the animation without actually rendering like you do with your webms?
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>>25920657
When you're in solid, texture, or material view, go to the Render tab up top and choose OpenGL Render Animation
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>>25918289
too much effort
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>>25919783
What I'm doing now is a recreation of the Brent Rambo approval gif, so it's nothing crazy or anything like that. It's basically practice with a perfect a 1:1 reference. After this I will do a more ambitious animation that won't rely heavily on sone gif, so that will be fun.
>>
>>25921603
A little bit of effort. Just use a Screw modifier after modeling a section. I would have done it but my laptop had very little battery life left and I couldn't find my charger.
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finally 3D-MLP

I need your opinion on this model, i made a lot of changes since the last version.

oh and how were your holidays?
>>
>>25924082
>dat hambone

Lookin' good there - I like it. If you want critiques, here's what jumped out at me:
–The back part of her mane isn't moving enough. It doesn't appear to match the amount of breeze going through the top of the mane and tail; the part hanging to the side isn't shielded by her neck, so it shouldn't be so still

– The gait looks a little wonky to me. The front legs should be moving forward again by the time the rear legs reach their foremost position. It doesn't look like they are in this view, so even if they are, try adding more time between the front legs reaching their backmost position and the rear ones their foremost

–You can see the rear flank clipping through the tips of the wings in some places

Overall, though, it looks really nice. Keep up the good work.
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>>25924082
Oh, and I had a very merry Christmas. How about you?
>>
Preparing for news years.
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>>25924810
thanks for the critiques. Yeah the animation could have used some more care.
it should only serve to show the model in motion.

>>25924882
i'm just back from vacation with the family, it was nice
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>>25925357
ok
>>
Quick question for any old Blender hands that may be about: how do you stop Blender from highlighting creased edges? I just want them to appear normal.
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>>25924082
It looks ok. Perfectly loop it please.
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>>25927288
Have you tried Smooth Shading your objects? If that doesn't help enough, try adding a Subdivide modifier or more polygons.
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'tis but a feel
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>>25928614
Sorry, I wasn't clear. I mean that in the Edit mode UI, it thickens creased edges and colors them purple. I want to know which option in the user preferences can disable that.
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>>25929311
cute as hell
>>
This was apparently featured by Andrew Price. I think it's great.
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>>25932816
Oh, that is just fantastic.
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Starting Scene 2. Does this frame 1 expression look close enough? It's hard to tell considering how off the real human proportions are to EQG shit. I already noticed the head needs more angle to the right though.
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>>25933575
Her smile needs more smirk. Try having her right side of her mouth closer to the center and her left side higher.
>>
Can't stump the bump
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>>25933899
I might end up sticking with a small smile.
>>
Save rave page 9
>>
Hey, does anyone know the best way to get in touch with 3danon?
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>>25935935
What do you want to bother him about?
>>
>>25935033
Shit, I meant the other way around.
>>
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>>25936007
Well, I'm starting primary modeling work on the /mlp/ stadium for Winter (you can see a prototype section above), and he mentioned he'd be open to giving some advice about that a few months ago.

I'd really value his input, since he's so good at this.
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>>25932816
This is wonderful.
>>
oh shit
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>47 mins
>page 8
When did /mlp/ get this fast recently? Is there a shitstorm I'm missing?
>>
I made this game in three days.

https://www.scirra.com/arcade/adventure-games/ponka-game-4457

press left and right to move, press up to jump.

Press Space to shoot/attack.
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>>25938076
Tell me what you guys think.
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have you guys checked out the stereoscopy function of Blender?

https://www.blender.org/manual/render/workflows/multiview.html
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>>25936201
Creatorofpony either on deviantart or gmail to get in touch with me.
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>>25938590
That's kinda cool. Although, your example doesn't really do a good job at showing it off.
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>>25938076
top fucking kek. It's garbo but it's funny watching the broken walk "animation". Spend more time on something like this and it could be really fun. Post updates here.

>>25938759
Holy niggers, he's alive. What are you currently working on? Doesn't matter if it's poni or not.
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>>25938590
Ponyham, your wings are underwhelming.
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>>25939383
sweet, thanks, I'll keep working on it.
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Hopefully tomorrow I can start animating again.

Also trying a non-retarded lighting setup. How does it look, familia?
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>>25939838
I like what I'm seeing, anon. This is going straight into the reaction images folder when it's done.
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>>25938590
Hey, neat.

Also: looks like Hambone is channeling her inner Popeye, there.
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bump before bed.
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>>25938779
i know, but when i realized it, it was already to late and i didn't wanted to rerender it.

>>25939392
is it that bad? i tried to improve it a bit but without starting again from scratch i can't see what else to do. This gets pretty complicated if you want them to stretch and fold nicely
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