Tuesday, September 4, 2012

Separated!

A cause of the problem at the branch point, I tried to generate the parts separately. The result is good, but I don't know it is good or not for GMP. :(




The horns are not separated. This part is easy to change from horns to eyes.

Monday, September 3, 2012

Problem!

I found a problem for using 'Skin' modifier. :(
Sometimes, I got a hole on the body, especially at the point of branch. Maybe this problem came from the complex structure at the point. I think the ways to solve it are,

1) Control the vertex distance and weight.
2) Separate the objects, body, legs, wings...

1) is not easy to control automatically, I think.
2) is easier, maybe.


Friday, August 31, 2012

Wings!

I'm still trying to use 'Skin' modifier in my GMP. So today, I got the wings on it.
This 'insect' (8 legs!) was made with using only python script.
The shape of this is quite ordinary now. I'll try to make more 'Weird' shape. :-)

Monday, August 20, 2012

Promotion site for next exhibition

Well, I already announced about my next GMP exhibition at Tokyo,
This is the promotion site.
Thanks for visit (to the site, of course. ^_^).

http://bluebluesea.p1.bindsite.jp/_userdata/livesite/


Tuesday, August 14, 2012

New aspect on GMP?

I'm still trying the using of 'Skin' modifier. And now, I could make this level modeling with only python code. I think, I could use the method of GMP1 for making the detail parts as spine. This result maybe a turning point on GMP.


Friday, August 10, 2012

Skin, on 2.64 test

From the 2.64 version of Blender has 'Skin' modifier. It's very interesting modifier for modeling. Cause of the change of API after 2.63, I need a different method for next GMP. This is the first test version of using 'Skin' modifier in the python code. In this style, I could make 'fingers'! How do you think this?


Monday, July 23, 2012

2.63 test.

With an upgrade of blender 2.62 -> 2.63, my script needs to re-write for it. But it's not easy(especially for me!) to change, some API was re-written with introducing the BMESH. With help of guy on the Blenderartist.org, I got this result.


Until now, I couldn't get [normal] direction of polygons for making eyes. I need more study. :-)