What are you working on currently? [2016]

e37.png

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quick! back on topic!

I some code to put holes in things,

i got the idea when i saw how @Tomarty was able to put holes in walls at will.
now i figured out how to do it myself.
yaaay

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Here is a challenge: Make it work with rotated holes (ex: Create wedges and parts)

HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAHHAAHAHA no.
like, i barely understood the maths i was using to create this, wedges would be darn near impossible for me.
and it’s for… another thing, that really requires square holes.

Erm. Been building with them for 2 years now. It’s certainly not like that.

Made a sci-fi container:

730 bricks for that 1 container

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You should consider exporting some of it!

Like union it all and decimate in Blender?

I have no idea how to use blender. :confused:

Add a decimate modifier haha

@SolidBlocks @thelolguy301


another dergen!! This time I’m not using a subsurface modifier while I model… My only complaint for my own model is the head looks deerish.

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Oh deer

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Sometime after finishing this I’ll make another dragon, more pointy/brutish looking and name it Papa Derg, then I got a whole dragon family to use for a little project…

######Who’s your daddy: Dragon Edition

no jk.

Thanks for the tag

I like the looks of it! :smiley: @SolidBlocks is trying to sculpt an orc head out of the base ROBLOX head, but we got 24K tris for just the nose, eyes and eyebrows; any suggestions to reduce triangle count?

Yeah, don’t actually sculpt all of the detail for the mesh, thats what a full bake is for… Not very helpful ik, but I don’t really make high poly models. :c

step 1: duplicate mesh
step 2: move original to other layer
step 3: go into sculpt mode
step 4: enable “dynamic topology”
step 5: have at it.
step 6: bake displace map onto original.
ta-da, now now have a high detail normal map on a low detail mesh
like this:

Click at your own risk

i mean it

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Made a little studio for my animator. (I just added a background lol)


Might go in again later and make a complete studio with truss and spot lighting, camera, etc… just for fun

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Sooo epic!!! :smiley:

tl;dr-ish I'm sort of working on a very heavily Alien-inspired space shuttle, to be interactive, customizable, and possibly in a long-term game concept. So far I have the layout of the ship:

The lifeboat and pantry are unofficial, they’re basically placeholders. Technically the lifeboat shouldn’t even be there, because it could probably only save one crew member (kudos to planning-stage me). Also, I need to fill the space between the workshop and the life support station but it shouldn’t be a corridor. I looking towards a side-chamber for life support so the layout is more “balanced”, though it shouldn’t be another useless pantry. Could accept some ideas for these.

Below is a screenshot of the galley (still very early in construction so nothing is final), pictured is the kitchen and a sealed corridor. Can you see yourself and your friends hanging out in this ship?

cookie for anyone who can guess the purpose of the frontal engines (hint: they’re ramjets)

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More foliage n’ stuff



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Seems like perfect engines to allow the ship to fly in an atmosphere.
(except that it can’t take off easily, as there’ll be no air flow, so no thrust from the front engines)