SillySpringer wrote:No problem! Looking forward to seeing your models!
It won't be anything as impressive as a transformable, anime-accurate Armada Starscream modeled from simple shapes in TinkerCAD, though...
It's just going to be a G1 Arcee bust (with a modernized redesign and all greebled up) done in ZBrush, which I may or may not UV map and/or render. Honestly, it's just a practice piece for me to try out the stuff I learned, so don't expect anything along the lines of Joseph Drust or Ryan Kingslien.
SillySpringer wrote:I may try different sculpting programs to find the best one for me to use for my games.
Also, the animating part itself in Blender is pretty much as simple as setting a part in a certain path, calculating how many frames you want it to take to complete that action (how fast), and then recording it. I have experimented with the animating by using a simple sphere shape. The part that really is a nightmare ready to happen is trying to attach a skeleton to the mesh you want to manipulate in the animation, AND make the skeleton move EXACTLY how you want it to without glitching. I have tried it multiple times and have not yet done it successfully, EVEN while watching a tutorial and following EXACTLY step by step what the person does. With Blender, pretty much every combination of settings does a different thing, and there are like hundreds of settings. Even when you have something set wrong, you sometimes don't see the effects right away, so when it finally does mess something up, you have no idea why it did that, and you have to start over.
I'll just end my rant here.
More like a horror story than a rant.
Seriously though, many thanks for sharing your experiences. That's the thing about Blender, it's got so many functions that you're practically swamped by them.
SillySpringer wrote:True, and plus you also have to make sure the surface is as smooth as possible or else it is pretty much impossible to paint on in Blender.
You can actually polypaint right onto a mesh in Blender? I usually see people filling models with materials and colors in Cycles, or painting onto a UV map.
I didn't know they added so many new features. I seriously have to give the latest version another try.
SillySpringer wrote:Haha thank you again! I also must remind you that this model will not only be fully articulated, but fully transformable too. I am hoping to POSSIBLY make some more Armada figures in the future, depending on how well this one does, and how much time I have in between personal life and making my game "What You Created".
Ah, a social life...I've since forgotten what that's like after leaving college.
Speaking of your game, your drawing skills have improved by leaps and bounds these past few months. I'm not just buttering you up. I'd take a look at your avatar from a few months ago and I'd be like, "Meh, typical fan art." And then I look at your sig, and it's so much better. I really like your style with the heavy pen strokes, too.