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01-31-2018, 08:16 PM | #21 |
Cobra Trooper
Join Date: May 2012
Location: Florida
Posts: 8
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I mostly just stalk the boards here, but figured I'd chime in with no useful information. I tinker with Blender a little bit, but most of what I've messed with is getting things to work in the game engine. Eventually I'd like to put in the effort and learn to do some Kreo Joe shorts to get a hang of animation and then start trying some bigger things. I'd recommend Blender Guru on youtube for learning anything modeling (image only, not print). BornCG has a lot of good stuff as well.
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01-31-2018, 08:45 PM | #22 |
A Makeupless Clown
Join Date: Sep 2015
Location: Ohio
Posts: 5,271
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Looking good! I can generally only 3d model things in the "rectangle" family, so color me jealous.
__________________
Torso Adapters and Alternate Neck Pegs for MTF and BFS Figures Reproduction Vehicle Parts 3d-Printed Parts Gallery My BST Thread | My Feedback Thread | My Shapeways 3d Print Shop (1/18 scale creations) |
01-31-2018, 08:52 PM | #23 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Quote:
I mostly just stalk the boards here, but figured I'd chime in with no useful information. I tinker with Blender a little bit, but most of what I've messed with is getting things to work in the game engine. Eventually I'd like to put in the effort and learn to do some Kreo Joe shorts to get a hang of animation and then start trying some bigger things. I'd recommend Blender Guru on youtube for learning anything modeling (image only, not print). BornCG has a lot of good stuff as well.
Ha, thanks Zap. Hopefully in a few months I will be able to find out if all this work is going to pay off with a printable product or if it's all been a big waste of time. |
01-31-2018, 11:14 PM | #24 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Heading to bed after this but here's a turret I threw together needs some more detail work but just to get an idea.
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02-01-2018, 02:08 AM | #25 |
Crimson Guard
Join Date: Dec 2017
Location: Parts Unknown
Posts: 1,035
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I have a 3D printer (Micromake) but it is so darn loud I have not used it in a year. I have no idea why it is so loud.
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02-01-2018, 09:01 AM | #26 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Quote:
I'm not familiar with Micromake, so can't say for sure in your case. The Prusa MK3 is supposedly the quietest machine out there but a little pricier for an open source machine $750 for the DIY kit and $1000 for the fully assembled machine. But it uses the Noctua fans and Trinamic stepper drivers. |
02-01-2018, 11:08 AM | #27 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Up and at it again this morning. Rear bumper made, and wheel hubs. Next on the to do list.
1. Door Hinges 2. Dash, steering wheel and door panels 3. Seat mounts 3. Rear suspension mounts 4. Turret articulation connections 5. Accessories (light bar, antenna, gas cans?) 6. Missile Launcher Pod for turret |
02-01-2018, 03:31 PM | #28 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Doors hinged, dash, steering, door panels seat mounts.
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02-02-2018, 10:42 PM | #29 |
Cobra Soldier
Join Date: Nov 2015
Location: San Francisco
Posts: 22
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Quote:
Make a track segment get it oriented for front/back on X, Control+A to set rotation and scale, slap an array and curve modifier on it, then set up a curve with the **same origin point as the track segment** (Shift+S to place 3D cursor at selected object origin) to trace out the path of the tracks. Array: fit to curve or fixed count, may need to play with relative offsets along the same axis as the Curve deformation in Curve modifier to fit better Curve: Set object: to the track path curve, deformation axis on X You will probably want to parent the curve to the track array, because their origins need to be aligned to not cause offsets when re-positioning. |
02-02-2018, 11:11 PM | #30 |
Cobra Viper
Join Date: Jan 2014
Location: Nashville
Posts: 337
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Quote:
Ugh, that's one of the things blender makes a bit more obnoxious than necessary:
Make a track segment get it oriented for front/back on X, Control+A to set rotation and scale, slap an array and curve modifier on it, then set up a curve with the **same origin point as the track segment** (Shift+S to place 3D cursor at selected object origin) to trace out the path of the tracks. Array: fit to curve or fixed count, may need to play with relative offsets along the same axis as the Curve deformation in Curve modifier to fit better Curve: Set object: to the track path curve, deformation axis on X You will probably want to parent the curve to the track array, because their origins need to be aligned to not cause offsets when re-positioning. |
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