Model JoshuaC's Items

Feb 14, 2008
1,051
931
Yeah, my one is currently massively underscaled, in the wrong rotation on 2 axes, and in the middle of his head. Not that it matters, because Valve should do that bit for me :).
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
aviatorshelm_final.jpg
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
maybe you should make a tin-foil wizards hat next
it would look epic on the pyro
like this but tin-foil
 
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The Gentlemanne

L4: Comfortable Member
Jun 18, 2009
170
94
Awesome dude!

can you write a tutorial?
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
With today's update I thought I'd take the time to finish the aviators helm. Thanks to a different exporter I can now add jigglebones to my models.

[ame="http://www.youtube.com/watch?v=RVKjP7OlUMk"]YouTube- Jiggle Bones[/ame]

And before anyone asks, I'm not going to jigglebone the poppy as I've already sent it in.
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Not really an item, but it's something I'd like to pursue for future applications.

Crater_02.png


I created a fluid simulation of a sphere impacting a body of "water". Baked it out into an animation and found the frame I liked. I then converted the body of fluid into a mesh and then cleaned up all the unneeded polygons. I then unwrapped it and then baked AO.

I can now paint it up using textures for use in anything I need it.

Here's what it looked like before cleanup.

Crater.png
 

Sel

Banned
Feb 18, 2009
1,239
2,570
I haven't got even the faintest idea of how you plan to find a useful implementation for the neat shit you do blenderboy.
 
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JoshuaC

L420: High Member
Sep 2, 2008
444
164
Out of curiosity I wanted to see just how viable the export to dxf function was for exporting and then converting brushwork to models.

Wood_Walkway_01.png

Egypt_Blocks_01.png


It works quite well and you can make some rather decent models. I'm looking for more things to convert if anyone wants anything converted to a model.