Higher Quality GIF Version (9.6MB)
Some info on this animation:
The simulator spent 34 hours generating 901 frames, and generated 29 GB of data
The render took 18 hours in Blender (at resolution 1920x1080)
Paint, later refined using notepad.
On a more serious note, it is a bit hard to guess which 3D software did what. If you are interested, a rather good one is Blender. It is free, open source and there are lots of tutorials around the web teaching its usage.
With the next version 2.8.
From the RC notes: https://www.blender.org/download/releases/2-80/
>The Blender Game Engine was removed. We recommend using more powerful, open source alternatives like Godot.
Yup. They're even recommending Godot and not UE4 as a replacement on their release page.
​
It's not the textures that are grainy, it's the video itself. With certain rendering methods (such as with Blender Cycles) you sacrifice having a clear image for having a lower render time. You can get a less grainy image but it would take much longer to render.
https://www.blender.org/manual/render/cycles/reducing_noise.html
For 3D modeling, I recommend Blender. You can get it for free (it's open source) at https://www.blender.org/. You can find a ton of turtorials on youtube of course.
E: browsing r/blender, for inspiration is also a good idea.
A significant problem we have is there are way too many competing open-source video editor projects, including:
Non-linear video editing software is really complex, and not likely to emerge in a polished form through such diffuse and uncoordinated effort.
We need to pull together on a SINGLE project/initiative, set up proper governance, a mission and roadmap, and get it funded. For example, a foundation can organize development efforts and pay developers. The closest thing I have seen is the Blender Development Fund, coordinated by the Blender Institute.
yes, previously it was used mostly by hobbyist and indie studios but in recent years it has seen use among professionals feature length films have been made using it. here are top 10 blender artworks of last month picked by blender guru: http://www.blenderguru.com/articles/top-10-blender-artworks-march-2017/
if you want to try it yourself: https://www.blender.org/
That's not exactly what they said:
> The Blender Game Engine was removed. We recommend using more powerful, open source alternatives like Godot.
When Blender had their videos blocked on Youtube:
https://www.blender.org/media-exposure/youtube-blocks-blender-videos-worldwide/
Blender set up a Peertube instance in case Youtube pulled that stunt again. It handles scaling via in-browser bittorrent, so if multiple people watch at the same time they share segments of the video to each other to lighten server load.
And if you think Blender was a mistaken one off, MIT's opencourseware videos were blocked too.
https://mitopencourseware.wordpress.com/2018/06/18/statement-on-ocw-videos-blocked-on-youtube/
Yeah and it has worked really well!
Blender is under a copyleft licence and it's as good if not better than the competitors which cost thousands of dollars per year.
Blender is completely free, provides the source code, anyone can contribute to the development and the development is open, meaning that users see what changes are being made to the software so they can give their opinions about what they like and what could be improved.
Also big companies like Autodesk have to calculate the return on investment value (Calculating which features would give the most profit for them including the cost of paying developers.) meaning that the features being added first might not be the features people actually want. The features being added to Blender are usually the features people want to have because the people who work at the Blender institute don't have check which features would create the most profit for them. They also make open movies (Copyleft movies) and the animation team will tell the developers working upstairs what features they need!*
There's also the new 2.8 update coming soon and there are so many new features and improvements. Many people are switching to Blender from the paid apps since many people consider it better than the paid ones and it's free.
Edit: *
Another vote for Blender. It's free, it's very powerful, there's a ton of online tutorials on its use, and a large reddit community in /r/blender. It's also fully cross-platform.
Off the top of my head:
my focus:
Is it saying it's missing SDL2.dll? Devs are investigating the issue. Seems to get solved if you just uninstall and reinstall blender, or download the zip option instead and copy that dll to the install folder. Or just use the zip.
What tools are you using to animate this?
Also have you looked at Blender's 2.8 release, as it will significantly improve combining hand drawn animation with 3d environments.
The closest DAW to Ableton is https://www.bitwig.com/ it's cross platform.
Lightworks is a professionally used video editor regularly used in the film industry. It's free if you only need to edit up to 720p. Otherwise you can buy it if you need 1080p+.
https://www.blender.org/ can also be used for video editing. But apparently the learning curve is pretty steep, as it's maining used for 3d rendering stuff.
The other video editors on Linux are pretty basic and buggy in my experience coming from using Vegas.
I do some video editing (Vegas) and photo editing (Lightroom), and the stuff I've tried on Linux just doesn't cut it for my needs. So when I'm on a Linux machine I either dual boot or use a Windows virtual machine.
But if gaming, video and audio editing are 90% of what you do on your computer, there's not really much benefit to switching to Linux. You'll be making a lot of compromises without much good reason.
I read through some of the Blender manual online at https://www.blender.org/manual/editors/movie_clip_editor/tracking/clip/tools.html and I also had a Blender cloud activated a few months ago when I was getting started. There was a course on visual effects I skimmed one or two videos on and made a few notes.
It's actually a lot easier than it may seem if you can get a good track on your video. You need 8 points or more that you can track for the camera solver to work its magic in the video tracking panel then use a camera solver constraint the camera in the 3D view.
Thinking of doing a quick 'basics of' video for a few friends who have asked how I did this on FaceBook showing the original video and a few pointers if that would be of interest (will probably be a project for the weekend). Failing that I would just say Google/Youtube Blender camera tracking.
I assume you're talking about the blender guru beginner and anvil tutorials because I went to https://www.blender.org/support/tutorials/ first and that didn't seem to make sense?
Oh, I used a separate program Blender to render ripped files from the game. Then I can pose them however I want. Most people use SFM to do stuff but PBR doesn't work as well in that, also blender makes much nicer pictures.
Few things.
Surreal uses blender for his animating. It's a free modelling+animating software you can find on steam and it's website, https://www.blender.org/ . He uses an adobe product to edit his videos, I believe, but any editing software will work.
Check out the open movies (short films) from the Blender Foundation. Not only are the videos free, but the source files used to make them are publicly available. Some of them are quite good. My favorites are Big Buck Bunny, Sintel, and the Caminandes series.
A significant problem we have is there are way too many competing open-source video editor projects, including:
Non-linear video editing software is really complex, and not likely to emerge in a polished form through such diffuse and uncoordinated effort.
We need to pull together on a SINGLE project/initiative, set up proper governance, a mission and roadmap, and get it funded. For example, a foundation can organize development efforts and pay developers. The closest thing I have seen is the Blender Development Fund, coordinated by the Blender Institute.
As I understand it RWBY has always used Maya for character modeling, RWBY V1-3 used Poser for animation but they are now using Maya for just about everything.
The problem with Maya if you're looking to get into modeling/animation is it's very expensive. We're talking thousands a year here. You can get a student licence but under that everything you make is theirs, not yours and you are not allowed to profit from it. It's purely for learning the software.
Because of this a lot of us starting and hobbyist animators and modelers use the free open source program Blender. It's surprisingly powerful if a bit unintuitive at times. It's a great place to start and it can actually take you pretty far. Dillon Gu was an animator for RWBY Volume 3 and while he learned poser for that project he almost exclusively works in Blender otherwise.
It looks a lot like the sample object used by the Blender wiki for demonstrating shaders.
I also suggest adding a few sample screenshots. They don't have to show anything specific, they only have to look fancy, because people are very visually oriented.
For example, take a look at the blender website. The section “Everything You Need” (which is just one page scroll down on the main page!) contains fancy screenshots and brief explanations what the software can do. They did a great job with that.
I use daily Blender builds, RX480 on Windows and I never had such a problem.
I'm not sure what you're referring about exactly to be honest. Blender 2.79 has an OpenGL 2.1 feature set minimum requirement with some optional OpenGL 3.x features. The minimum requirement was relatively recently stepped up from OpenGL 1.4.
https://www.blender.org/download/requirements/
Blender 2.8, which is in early alpha state and shouldn't be using for anything else than testing, requires AFAIK OpenGL 3.3 and doesn't use any OpenGL 4.x functionality yet, although that might be a long term plan for optional features.
https://developer.blender.org/T49012
These are all well supported by AMD Radeon GPUs on both Windows and Linux. Blender doesn't use nor require the newest OpenGL versions at all.
Just for 3D animation? Blender is quite professional and free. As for simulating mechanical stuff, I'm not so sure. Most 3D software can do basic physics stuff, though I don't really know the details. I doubt this video was actually made by simulating stuff, it was likely more skilled animation by hand. But you're probably better off asking over at /r/Simulated
In Blender 2.8 we were given EEVEE. Yes, it's slower than the Blender internal, but it's much faster than Cycles as it renders like a game engine which means it's designed to run/render in real time. You could try some demo scenes for Blender 2.8 EEVEE here.
They're done in Blender, a 3D modeling program that's open source so you can actually download it for free. It's basically just a matter of making simple shapes (in this case cylinders mostly) and then gradually tweaking the shapes until they look a certain way, then doing it over and over again, a lot. :)
Then you can add textures and colours, adjust the transparency, shininess etc until it more-or-less looks like the thing it's supposed to. I've been getting some really good feedback so that part's still ongoing.
Thanks! I actually had no idea while I was working on it, but according to the press release, the budget was about €300,000.
I you wanna jump right in to learning the basics while looking for more advanced courses and schools.
You can download blender for free (https://www.blender.org) and for $10-20 you can grab this udemy online course (https://www.udemy.com/blendertutorial/).
I'm curious as to what others have to say, as I am also interested furthering my 3d modeling.
If you go Radeon, you'll be using OpenCL, not CUDA:
https://wiki.blender.org/index.php/OpenCL
And straight from the source:
>What renders faster, Nvidia or AMD, CUDA or OpenCL?
>Currently Nvidia with CUDA is rendering faster. There is no fundamental reason why this should be so, because we do not use any CUDA specific features, but the compiler appears to be more mature, and can better support big kernels. OpenCL support is still in an early stage and has not been optimized as much.
>https://www.blender.org/manual/render/cycles/gpu_rendering.html
So I'd start with this page, and start cross referencing what is going to work with your motherboard:
Two things are wrong.
Your normals are inside out. You can flip them in blender and re-export.
The walls of your pail have a lot of hidden geometry due to the way you created it. I recommend starting with a cylinder (no end caps), extruding the top and bottom by selecting lines only. scale them inward slightly. Then select points on the geometry 4 at a time (for each face on the inside of the pail) and hit the F key to create a new face for it. Now you have exactly as many polys/verts as necessary, and the normals are correct right out of the gate.
I use Blender since it's both free and powerful. And I just model purely as a hobby with no plans to ever do it as a job since I can only toil away on a model for hours if I care about what I'm modeling. Otherwise I just lose interest and produce a crappy model.
u/kohour is pretty spot on for how hard this is to get in to.
There are a few things you can try out to see if this is something you'd like to invest time and money in to though:
Blender is a free and extremely powerful 3D modelling tool. I'm not sure how well it works for Tennogen creations but it definitely handles all the similar requirements in terms of models, mapping, etc.
Sculptris is a free app by the makers of ZBrush and will give you a feel for some of the sculpting tools you'd be using in ZBrush (kinda..). It is a very cut down and focused experience though. Almost more of a toy than a production tool in comparison to ZBrush proper but still very, very capable.
*takes the first "Is" as "ls" and lists gpl licenced OS software:
The most prominent ones I can think of right now..but endless more of course.
I would recommend blender, I used 3ds max in school but still prefer blender.
Its free and there's endless tutorials, its not that hard to learn, there's also a hotkey for making the layout the four views like in 3ds max instead of the one.
Yes, you can help with testing and then report back on the "golem_testers" channel on the Slack. Here are some demo files to render: https://www.blender.org/download/demo-files/
Do you wanna sculpt from nothing (create something) or just grab 3D models and move their skeleton to the desired position and then print it?
Anyway if you don't even have a clue about what or know the programs I don't know what you even are going to do with them but there ya go:
/u/resinseer afaik is a CAD/3D modeler for a living so you might want to check his AMA and/or ask him directly so he shows you the shitfest you want to start.
Kitbashing and sculpting with green stuff is one thing, sculpting and modeling in CAD/3D is another plus printing it in something similar to acceptable.
Overall, unless you have a ton of free time and willingness to learn and money to burn, I would stick to physical mods
First option is a piece of paper and a pen, pros will tell you that pencil and a milimeter graph paper are the shit
Second way to go would be any 3d sculpting software, look Blender
Third way is 3d sunshine, which has SE support, but is VR, here's w4sted's vid on it
Fourth option is to go pure hardcode, which is either make the ship in your mind palace or with legos
edit: forgot! there always option to go with excel (or any calc program) and setting column size to make square cells and if you don't wanna go with 3d software nor graph paper you can try gimping the ship
OMG Mecha-Zagara!
Sorry I know very little about your question except I think there is an Open Source (free) 3D modeling program called Blender. https://www.blender.org/
Might be worth a look if you're just getting into it. I thought about trying it a few months back and looked up a few tutorials about it. Quickly got overwhelmed.
Good luck!!!
Thank you! :) You can try Blender. I never used it, but I know some people that can do really great stuff with this program. https://www.blender.org/ It's different from Maya, but worth giving a try.
> I think some of the test renders wouldve looked even more interesting than your final render
I had seen this video of Chris Hadfield wringing out a wet washcloth on the International Space Station and I was facinated with how 'low profile' the water acted. Maybe next time I'll make an exploding washcloth >:)
> how do you create such a smooth preview of the 3D view?
Blender has an OpenGL render function that can either capture a single image, or advance frame by frame capturing your whole timeline. It respects your render resolution and file output settings allowing you to encode video previews.
My system specs are:
processor: core i7 5930K OC to 4.4GHz
RAM: 64 gigs (Mostly a luxury, but I've actually maxed it out a few times)
GPU: GTX980 Ti 6144 MB
Apparently, it is possible to run benchmarks with Blender demos. There even appears to be a program add-on called Blenchmark.
> Blender you can't? And I was hoping for a specific reccomendation.
Blender you can. See Blender License, but in short, there's no limitation on how you use the models you create with Blender.
Consider hopping into the community discord and asking #modding-blender - They'll be able to set you up much better than I can with my rudimentary knowledge from making a simple pegleg one time.
Modelling races itself, you'd be looking into blender or another modelling program, and then giving it a skeleton & body texture. https://www.blender.org/ From there, you'd be creating a mod file in the FCS, a race entry, assigning the skeleton and .mesh and texture file within it, and setting up new NPC spawns that use that race and a player race if you wanted it to be used yourself.
I used Blender. It's a free, open source 3D rendering software. It also does a ton of other stuff. I would definitely recommend it if your experienced in GFX as there is a slightly steep learning curve.
If you don't have any experience with GFX, I would still definitely follow tutorials on blender as it's a super powerful software.
For what purpose? Game dev, art, CAM, simulation, video, and so on. Some software are geared more towards one or the other.
But the basics still stands no mater what tool you use. Blender is honestly one of the best platforms to learn 3d modeling on, tons of learning material in both print and video and the software is free plus a great community for when you get stuck and need help. I would start with the Blender tutorials, go thru the entire Blender Fundamentals and just get used to the software and features. The Blender 3D: Noob to Pro book and Blender Cloud Courses are excellent resources to continue learning IMO.
Here's some references to how to get started. Both probably don't need more than a 1G network. IIRC, most setups split the jobs up so they don't need fast links between them.
I don't know if anyone can upload to this.
Why blender is fishing for Youtube alternatives: https://www.blender.org/media-exposure/youtube-blocks-blender-videos-worldwide/
Headphones or good speakers recommended.
Done in the free open source 3D program Blender
I come up with these as a minimalistic architecture side-project over at mnkmalistic and then transform them into a full animation loop for my main acc.
To make your own assets you'll need an external software (For 3D you can use Blender, which is free), or 2D has software like GIMP (Which is also free), I don't do 2D stuff very much so I'm not sure what other software people use.
For building basic 3D levels you can try using a plugin called Pro-Builder which is now free after being bought by Unity.
I believe in terms of Visual Scripting, there's none built into Unity but there are some paid ones on the asset store, such as Bolt, but I also recommend trying to learn regular scripting as well as it will help if you ever move onto stuff that doesn't have visual scripting available. :)
It all depends on what kind of games you're planning to make really, as different tools are made for different developers!
I would recommend using one 2D map to keep track of the height difference between the different caves and normal maps for the caves itself.
Otherwise you could check out Blender or the unreal engine editor
For prototyping purposes, I highly recommend looking at Asset Jesus' stuff (I think all of it is CC0).
There are a lot of good pre-animated and rigged-only models on the Asset Store that are fairly flexible, but the quality of assets can fluctuate pretty wildly.
As for creating your own models and animations, Blender has a bit of a learning curve, but has a helpful community with tons of tutorials on all stages of the pipeline. For texture work, you can't really go wrong with GIMP.
Y'a p'têt moyen :
Not necessarily gamedev related but here's some professional usage of Blender: Visual Effects for The Man in the High Castle
Also, with some information about using Blender: We produced the Visual Effects for Man in the High Castle Season 2. AuA!
> Mixer doesn't exactly sound like anything, at first, other than some sort of kitchen appliance.
If a 3d modelling/rendering software package can be called Blender without anyone raising an eyebrow, people will eventually get used to a streaming platform called Mixer.
For those types of videos, you can use a combination of Synfig and Blender (for the cgi shots). Some people could get by just by using blender.
As far as software goes, you can get SolidWorks free through the university, but it's Windows-only. If you run Mac or Linux, Blender is a free modeling and animation program that happens to work really well for 3D printing (it takes a bit of effort to learn, though).
New versions comes with next Ubuntu release, or some PPA repository if you have enabled it manually. There are exceptions like with Firefox or NVIDIA drivers, but for Blender you have to get it other way.
You can download compiled archive from: https://www.blender.org/download/
:d Yea, I'm really interested in doing Yugioh monsters(yes homo), though I really want them to be close to their original depiction, in all their badass Glory(THAT'S YOU EREBUS), and I really haven't hit the point where I can do that yet. I think you're definitely gonna see some more from me though.
Done in Blender.
Nice to see /r/Blender used for Rendering Demos. After years of success with their open movies in multimedia showcases it is nice to see that the application and renderer itself is getting some attention.
Echoing /u/IAMAtalkingduckAMA's sentiments, my experience with Kdenlive is that it has more features than Openshot and Pitivi (which feel a little like Windows Movie Maker in comparison, though this was a while ago and I haven't kept up with the development of Openshot 2.0). I presume from my glancing around the menus that Cinelerra has even more features, but it drives me insane every time I try to get it to even load a video file – Kdenlive ‘just works’ more.
I've also tried Blender's video sequence editor. It seems quite reasonable, and as an entire software package would probably be one of the most actively developed of them all (though the bulk of the work would probably be on its 3D capabilities).
Stuff like predicting the weather or machine learning (aka artificial intelligence) there's a lot of things that gpus do better than conventional gpus other than graphics.
Or even graphics too, things like movies don't need to be rendered in real time so a video output would be worthless. Specialized software like blender can use cuda (I remember reading about opencl being added to cycles but I don't know how well it works) to render more efficiently than using your cpu.
Well there's 2 things you could do, you could either;
Save the video as a PNG sequence with the RGBA format and transparency enabled, so it just has alpha already baked into the image sequence. Or;
You could use the file-output node. Whatever you name the file output, it will create a folder of that name, and output the image sequence in that folder. So you'd use one file-output node for your raw image, and one file-output node for the alpha channel.
Delete your userpref.blend file. Here's a link to tell you how to find it based on your operating system. https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html
This should cause blender to make a standard default one when you next start up blender.
There's a lot of concern in this thread, which people have a right to. Personally, I see this as nothing besides great new for the Blender Foundation and Blender's development. The caution with Epic is warranted, but Ton has a very adamant personality and belief about Blender's roadmap and wouldn't start selling out to corps for funding if there were possibly harmful strings attached. Call me naive if you want, but Ton has shown time and time again that he does not care about much besides the end user. A perk of being a BDFL of an OSS project.
And Blender != Linux. It's not like Epic can doing anything about the Linux support for Blender considering the BI/BF and their productions use Linux. It's a core part of the product.
The song provided the name for the 3D computer graphics software Blender, which is in turn has a mascot in Suzanne the monkey head.
so... blender being free and open source really doesn't have anything to do with making stuff cheaper. If a studio wants a product, they buy it, and a product being good makes it noteworthy, not the price. usually. Also, blender has a ton of open movies, agent 327 being the best (in my humble opinion), and you can find them here
hey,
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1- % usage of your hardware means nothing of the performance you get. For instance you could be doing a rendering in Blender and have all your CPU cores to 100%, yet its normal. Since Skyrim is a very CPU demanding game, its usage will be necessarily higher than the gpu. There's nothing to worry about here.
2- Skyrim is a very CPU-intensive game. I have a 2500k and a 2070, and still manage to get frame drops in many locations. Your CPU however which is around 14% faster with a 3.9ghz clock should perform pretty well, as well as you GPU.
3 - With your setup, you could easily handle a bunch of graphics and script mods without too much problems in 1080p.
https://www.blender.org/conference/2014/presentations/110
​
Everything you want to know about manipulating procedural textures, including a demonstration on a very nice wood texture. Skip to like 47 minutes in to see the floor he builds before he's done.
There's quite a few lovely tutorials on the Blender website.
I also just found this list of tutorials, which I kinda wish I'd known about before. A big thank you to everyone who helps maintain and update it!
Speaking as someone with very limited 3d printing experience (printed maybe 5 models), the way I would do it is get a .stl file whether from the game files or via converting. It could be easier to just download one from a site like thingyverse (www.thingiverse.com/thing:2337901) . Once you have an .stl file you can import it into software like cura (ultimaker.com/en/products/ultimaker-cura-software) to convert it into .gcode which is the file that a 3d printer uses to print stuff. File type may vary between printers, this is just the one I used.
​
You can use a multitude of free programs to edit the 3d model while it is in .stl form, I used blender (www.blender.org) and has good results but there are probably better programs for this particular task. You may want to not just edit the basic shape but also cut the model in half and stick it together afterwards to avoid excessive struts which can be tricky to remove on small models.
​
Overall the modelling isn't really a difficult task even if it can be time consuming at first, its just a bit of a steep learning curve. The difficult part will be calibrating the printer, if you do have access to a printer via a friend who knows what they are doing or a school/university lab then that isn't really an issue though. Most of my frustrations while printing were while I was trying to calibrate the printer and not have it spread goop everywhere.
blenders system "requirements" for 2.7: https://www.blender.org/download/requirements/
please just build your own unless you're able willing to sacrifice better components for the 200$ premium for a prebuilt, you don't need to be computer savvy to build it https://ca.pcpartpicker.com/guide/ (a website that will show you compatible parts and allows you to filter rigs based on their price)
I can't really give you advice while not knowing your budget.
What you are asking someone to make would take even an educated, talented 3d artist many hours of work to make. But you want it for free.
If you really want this stuff I would just learn blender and do it yourself. https://www.blender.org/
Befriend a tennogen artist, or learn 3d sculpting programs yourself and send it through tennogen once her model becomes available and if people dig it, we'll get it.
Here's a thread from the forums about the different programs that different tennogen artists use.
Of all of them, blender is the free one.
First step I'd suggest is getting a sculpting program and a modelling program, both of which behave quite differently from a CAD as used by most people in the 3DP world.
For modelling, I suggest Blender because it's free, though nearly any other polygon modeller would do, and I use 3DS Max, myself: https://www.blender.org/
For sculpting, I reccommend Sculptris, because it's also free. I use ZBrush, myself, because I've been using it for well over a decade: http://pixologic.com/sculptris/
And the next step... is to do every single tutorial you can. Read and understand what edgeloops are, and how to rig a figure in your program of choice so it can be articulated and posed. Study up on anatomy, because even that rogue, up there, had to have some of the muscles and bony landmarks properly placed. And practice, practice, practice.
Did I mention practice?
Blender could definitely do that. https://www.blender.org/download/
Check out this play list to get a feel for how it works. https://www.youtube.com/playlist?list=PLzmyR17f55-LVbgnzhS4Xl9zJ3dSCdYW3
> My only complaint right now on Alpha is not receiving any tasks to work on.
The majority of alpha testers aren't submitting tasks or are only submitting them very infrequently. Of course, you're welcome to submit some tasks yourself. You can get demo files from golem.timjones.id.au or the Blender Demo Files page
OK here are the files. https://www.dropbox.com/s/15yredjnij6m1kw/DBZ%20DUCKS.zip?dl=0
A few notes to keep in mind.
You should use Blender. 1: because it's free and open-source. 2: because there are import/export scripts for Civ 5/6 3D assets. 3: because it's what almost all the modders who are making custom 3D models for Civ 5/6 use.
Maybe Sketchup free version?
You can download "blocks" (pre-made objects) from the 3D warehouse website (https://3dwarehouse.sketchup.com/) You can even try it on your browser (https://www.sketchup.com/products/sketchup-free)
Also I'm sure there are some architectural plug-ins for Blender. (https://www.blender.org)
Source: am architect
You don't need to know anything about Blender to submit a test task - you don't even need Blender installed. You can get a demo blender file from one of the following sites and submit it as a task to be rendered:
http://golem.timjones.id.au/ (disclaimer - this is my site)
It's neat. I think the edges, especially in the foreground look artificial. You might get better results if you took each layer and "import image as plane" in Blender, in a diorama fashion, then render it to get the depth-of-field you're going for.
Well for starters, let's say you have a plane that you're using as your ground. You would make an image file the size of your plane. You would use textures from say www.cgtextures.com, or even create your own textures for say grass, dirt, etc. And you fill in your texture file, easiest way is just to copy & paste grass where you want grass, your pathways and so on. Apply your ground texture file to your plane, going back and forth between your 3d software, and graphic editor, tweaking your ground texture to your liking. As for what to use, that's really just a matter of what you're comfortable with. Gimp is a pretty full featured open-source image editor, and it's free. As for 3d software for the actual modelling, Blender is probably the best piece of free software you can get for the actual 3d modelling side of it. Modelling/rigging/sculpting/animating, it's all in there, totally free. There may be other ways to accomplish the task, but this is just the technique that I first learned, and it's pretty straightforward once you get the hang of it. Also there are plenty of tutorials on youtube that can help steer you in the right direction, for whatever software you decide to go with. Hope some of that makes sense, best of luck!
The only freeware program I am aware of that offers motion tracking is Blender. This app does so much more but it will do what you want and it will take time to learn. There are tutorials on Youtube. To find what you need try searching with these words:
blender video editing motion tracking
As far as /r/spacex I'm going to take a guess and say that it's actually controlled by employees of spacex maybe not paid to do it but employees none the less. I can ask my brother, he works there.
There isn't a whole lot of news related to blender. And everything you suggest already exist at blendernation.com
The actual blender.org news on https://www.blender.org/news/ has new items like once every 3 months. The code portion is once every other week?
I'm not trying to tell you that I'm personally stopping what you suggest from happening, the community just hasn't moved in that direction. /r/spacex has about 3 times the number of readers as /r/blender... spacex is a community that can take multiple subs, blender's community will move in that direction when it's ready. It clearly isn't ready as people still post help posts to this sub, and when the community tells people on their own to post to /r/blenderhelp instead, then we as moderators will pay attention to it.
I'm just not seeing the recommendation from the community to do anything.
I had started using DaVinci Resolve, but I was getting a bunch of "You have reached your limitations" warnings and then a bunch of watermarks appeared all over the app. I've since switched to using Blender (https://www.blender.org) until I can afford Final Cut Pro. It has a bit of a learning curve, but Blender works really well for basic color grading and editing.
Well, I would, but I have an old slow computer (a 2010 MacBook Pro with one of its two GPU's no longer functional). Just doing the rotation animation at 20 fps took 3 days.
If you don't mind doing the animation render yourself, I'd be happy to send you the file and tell you how to get it started, and then you can post it if you want. I could get the lighting issue fixed before sending it to you too, so that the build casts an interesting shadow and the colors are more vivid. I used Blender to make it, which is free to download.
Scupltris is nice, and free. It's basically a stripped down version of Zbrush but still pretty impressive.
Blender is another free program, and you can get sculpting addons for it, but I've not given it a go yet so no idea how easy/natural it is to use.
In general I find Blender has a higher learning curve to it whereas Sculptris is pretty much plug-and-play, but that's primarily because Blender as a tool is much bigger and can so much more than just sculpting/modelling.
Instead of Photoshop, there's GIMP.
For line art and painting, there's KRITA.
For 3d work, there's Blender.
They behave differently from Adobe products, and professors don't teach them in school. Which is a large complaint I have about many universities. Many courses don't teach the technique, they teach tool use.
The Premiere I have was part of a Master Suite that cost around $1,500. Sony Vegas is worth the money for day to day tasks, or if you feel a little brave and want to try something free but not as easy to use or as well supported you can try out Blender - https://www.blender.org/
There are a ton of YouTube videos that show how to use it but this was the first thing I found when I did a search - https://www.youtube.com/watch?v=te9HFQVaSUE
Anyone else read that as "Blender" instead "Bender". I got excited for a second that they were using Blender for some 3D modeling. Then, I was like most people probably would associate it with an actual blender and not the software. Now, I'm picturing a Will it Blend episode where they blend 3D printed models from the game. My mind goes to strange places then I'm tired. Goodnight.
You can download Blender for free and use that as a video editor, really good Blender video tutorials here.
With 3D Modeling software and many...many...many hours of practice. Most modeling software is extremely expensive but there are free options, I would recommend checking out Blender
Its free open source software that is quite powerful, just brace yourself because it has a hefty learning curve. I grabed a membership to https://cgcookie.com and have been using that to learn, had no real progress with random guides on Youtube.
Alternatively you can check out sculpting software like ZBrush. Its still similar to modeling but its a lot more similar to making stuff out clay by hand. You push/pull a ball into a shape, a practice that is becoming very popular these days.
I don't know what kind of computer you have, but maybe digital sculpting and even animation in the free software Blender might be worth trying out?
Writing is also free - tones of prompt sites, lots of forms to play with (from narrative short fiction to strictly rhymed poetry). And there's always fanfiction to read/write if you're stuck for wholly original ideas.
I find jigsaw puzzles to be meditative, even the freebie ones online. :)
Also maybe volunteering your time at an animal shelter, at an old folks' home, charity etc?
Having link in your post making it way too suspicious. But anyways.
You download free program for 3d modelling. Blender is the best one. Then you find some starter tutorials. I recommend blender guru And you better of asking those questions on 3d modelling related subs. It has nothing to do directly with gamedev