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esarai

Only the impossible is worth it.
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Deviation Spotlight

Artist
  • United States
  • Deviant for 17 years
  • He / Him
Badges
Llama: Llamas are awesome! (4)

Favourite Movies
Howl's Moving Castle or any Miyazaki Films
Favourite Bands / Musical Artists
Led Zeppelin, Jimi Hendrix, Metallica, E Nomine... not a good idea to list, is it?
Favourite Writers
so many to choose from...
Favourite Games
FreeSpace: The Great War, Half Life 1&2, LoZ:TP
Favourite Gaming Platform
PC. It's to consoles as helicopters are to pistols.
Tools of the Trade
Pencil, Paper, 3ds Max and a Blender.
Other Interests
Drawing, 3D Animation, Writing, Reading, Skiing, SCIENCE! (And 10 tonnes more)

Profile Comments 27

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WHAT THE FFFFFF--
You have a DeviantArt? O_O
yunotellme


--This is Toni ;u;/
GOTCHA BITCH (le tag) [link]
thanks for the fav! :)
so yeah haha i faved all your ships :P
Hey man, I recently started using blender a lot, and I'm pretty much getting the hang of it and I'm really loving it. I got a question though, how do you make that glowing effect like you did on the jet parts of the spaceships? Is it the halo material? Cus that thing doesn't seem to work for me for some reason.
Ah! Sorry it took so long, I haven't checked here in a while.

There are two ways to go about doing it. The first is if the engine is rather large and spews an indefinite glow out the back. For that, use a halo texture (click "Halo" in the render pipeline), in shaders set Hard to maximum and set Add to maximum, and then adjust size to match the engine. If the thruster flare needs to have a definite shape, I prefer to use a flame texture UV'd onto a plane, and then I duplicate that plane and rotate subsequent copies around the forward axis of the flare. On that object, I make a material that uses Z-transparency, set its alpha to 0, let the flame texture affect transparency (by clicking "Alpha" in the "Map To" menu), make it map to UVs (in "Map Input," click UV) and then tell Blender to calculate transparency for the image if it doesn't have an alpha layer.

The result is a pretty well defined flame that makes fighters look awesome.
Oh wow, that seems a lot more complicated than I thought lol. Well I started experimenting with the halo effect and it's pretty fun. I'll keep that in mind the next time I need to use this. It's just the whole transparency stuff take forever to render on my comp so I rarely play around with those, and alpha layers? Zzzz those are way too tough to make and I'm generally not a great texture maker in general.

Thanks a lot for the help though! You should check out some of my 3D works, it's looking pretty good so far.