This deviant's full pageview
graph is unavailable.
Member
I am a Fantasy Artist
esarai
United States
Why I Am Here
No reason given yet
Online (idling)
Art Zone
Personal Zone
Misc. Zone
This is the place where you can personalize your profile!
But, how?
By moving, adding and personalizing widgets.
You can drag and drop to rearrange.
You can edit widgets to customize them.
The left side has widgets you can add!
Some widgets you can only access when you get a premium membership.
Some widgets have options that are only available when you get a premium membership.
We've split the page into zones!
Certain widgets can only be added to certain zones.
"Why," you ask? Because we want profile pages to have freedom of customization, but also to have some consistency. This way, when anyone visits a deviant, they know they can always find the art in the top left, and personal info in the top right.
Don't forget, restraints can bring out the creativity in you!
Now go forth and astound us all with your devious profiles!
Rawr. I'm a zombie. Can't say much more than that. I'm still doing stuff, but damn, I haven't put anything up in a long time. Might need to change that...
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.
--
"Beauty emerges from the coherence of both the light and darkness." ---Zhenghua Yang
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.
--
We reside in your realities called Heaven, Earth and Hell... It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
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.
--
"Beauty emerges from the coherence of both the light and darkness." ---Zhenghua Yang
Alpha isn't all that hard--Have blender do it for you. You can make an image with a black background and tell blender to "Calculate Alpha," which makes all black areas transparent, and all white areas opaque.
And if it takes a long time to render, you must be using Ray Transparency. That's not a good idea. I suggest it only for photo-realistic glass. Use "Z Transparency." Much faster, same effect.
And I will check out your stuff.
Cheers
--
We reside in your realities called Heaven, Earth and Hell... It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
I've kinda let this account go when the academic sh*t hit the hyperdrive last year. I might do a massive update sometime soon, and might get back to the pilot in the Ezechiel, but I can't be too certain.
--
We reside in your realities called Heaven, Earth and Hell... It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
--
But you forget that in your fairy tale bitch i'm the Wolf.
--
"Beauty emerges from the coherence of both the light and darkness."
---Zhenghua Yang
Get free games, wii points, and more: [link]
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.
--
We reside in your realities called Heaven, Earth and Hell...
It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
Thanks a lot for the help though! You should check out some of my 3D works, it's looking pretty good so far.
--
"Beauty emerges from the coherence of both the light and darkness."
---Zhenghua Yang
Get free games, wii points, and more: [link]
And if it takes a long time to render, you must be using Ray Transparency. That's not a good idea. I suggest it only for photo-realistic glass. Use "Z Transparency." Much faster, same effect.
And I will check out your stuff.
Cheers
--
We reside in your realities called Heaven, Earth and Hell...
It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
Also, a group of us started to develop games just for fun, are you interested in joining at all?
--
"Beauty emerges from the coherence of both the light and darkness."
---Zhenghua Yang
Get free games, wii points, and more: [link]
--
We reside in your realities called Heaven, Earth and Hell...
It's up to us to decide which one it really is...
Move Pencil, for great art.
Everybody dies, but death is not the end. It is only the beginning of a wonderous journey...
--
I love Pokemon its so awesome. XD
Previous Page123Next Page