In working to fix my steampunk gun I tried to resize the gun. Unfortunately when I went to scale it up I encountered a serious issue. Each individual part of the gun scaled independently of one another and created sort of a exploded schematic effect if scaled down (a total mess if scaled up).
I tried a few different fixes, including moving each pivot point to the center of the individual pieces. [in Object Mode press CTRL+SHIFT+ALT+C and select Origin To Center Mass from the pop-up menu.]
I finally found my issue in the pivot point menu. This is at the center of the workspace area in Object Mode. You want the Pivot Point to be set for Median Point in order for all of the objects to scale as a single object that will look the same after scaling as it had looked before scaling.
The original image was x=1.000, y= 0.465, z=1.000. In the below image I have scaled the gun up to x=4.750, y=2.208, z=4.750 Note the mesh grid in the center in these two images to see the difference in the gun’s sizes.
I have had this serious problem in Blender for the last couple of days. I made a steampunk style handgun and then set out to apply a texture map to it to make it look good. The trouble was, no matter what I did it looked terrible when I asked Blender to create a rendering of the image. I am a self teacher on a lot of things, poking around with what works and what does not until I hit a wall and have to look for help, so I tried multiple times to sort out where I had gone wrong before I hit the internet to find the solution.
There was no solution.
For two days I tried every variation I could think of on the keywords “blur text render”. My entire work day, and my free time, consisted of one search after another and watching videos on how to create textures in Blender. I found only a handful of information on the issue and tried it all.
- increase the size of my texture image (from 1024×1024 to 2048×2048)
- Quadruple checked that the ‘map input’ in the materials section was set to UV
- Increased the sample size in Sampling > Samples> Render
- Set the min/max bounces in Light Paths both to 8 rather than at 12/3
- Used nodes to make my lighting less bright on the surfaces but still maintain overall brightness in the scene
- Tried both Blender Render and Cycles on all of the above
And so many more…
I considered offering links to all of these, but I really did go through so many different fix efforts that this post would look like a link farm. So, rather than link to the things that did not work for me, and might not work for those reading this, I am going to tell you what worked for me and leave it to you to search on those other ideas if this one does not correct your problem.
So, the problem? Continue reading How to Fix Render Text Blur in Blender 2.74
I was admiring my work on my steampunk revolver when I looked up and realized my computer was faring better with the model than I had thought.
10,807 verts, 10,798 faces, and 31 different objects… yeah, I’m surprised my hard drive has not yet launched itself out the side of my trailer. I’m going to keep going on the gun and fine tune it to look its best, but as soon as I get it to what I want I’m definitely going to be taking a lesson in how to bake textures onto low poly meshes. I need to ditch about 10,000 verts from this thing.
Yesterday I began working on a project in Blender. I had no real plans to make anything, I was just going to fiddle around some to familiarize myself with some tools in the program. My simple creation grew rather quickly into a complicated project and it was not long before I found myself staring at the basic start for a steam-powered revolver.
The design is far from finished, even the base model will be changing a lot as I think of new possible additions or decide I dislike something. I looked at some gun designs, both 1800’s revolvers and designs of Steampunk handguns. I did not find anything I acually liked in the Steampunk designs (most are painted Nerf guns it seems), so I just started with a barrel I had made to start and added in a Colt grip and worked my way between the two adding whatever elements seemed to fit in best.
I kept the cylinder, but it has morphed into less bullet cylinder and more of a mini-boiler tank. I’m thinking I might adjust it so the small tank by the barrel is some kind of fuel oil for the boiler tank. I decided the top cylinder is an exhaust muffler to vent the hot steam away from the hand and cool it, and there is a small series of vents down near the trigger as well, aimed to not burn the hand if you hold the gun in your right hand. (Clear need for a left-hand design to be made now.)
As I fine-tune the design and adjust things I will create a blueprint design for this showing what the parts do. I’m thinking I might use it to create a scene of a workbench with blueprints laying under the finished handgun on a old work desk. That is definitely a ways off, however, so, for now, here is a basic look at the revolver and I will get more pictures up soon.
There is a problem in Final Fantasy XIV for people that are trying to upgrade their gear by running dungeons. Too many players have no concept of how to use the NEED – GREED – PASS options when items drop in dungeons. For those who are playing the game for the fun rather than racing to be the best endgame player on their server, the option to NEED on an item is for those who genuinely need the item for upgrading their gear. Any other use constitutes a GREED roll, even if they could need on the item.
This afternoon I ran Arboretum on one of my characters and at the start of the run someone said they had not been in there in a long time. I said I was sorry, I selected it as the highest level dungeon I could run because I really need to get better gear. Everyone was kewl with that and we set off on our run. The first bit of gear that dropped was the Machinist boots, which I could have easily taken, since I was the only Machinist in the party. I did not really need those boots, however, since I have the Antiquated Machinists Boots that are ilvl200. So, rather than click NEED, I clicked on GREED to give everyone a chance to get them and someone else in the party won them. All good.
Toward the end of the run the Choker of the Lost Thief (ilvl185) dropped and I was super happy because that was a item I really, really, needed. I was wearing the Halonic Auditor’s Choker (ilvl142). I rolled need, as did one of the other party members.
I commented that I was disappointed to have lost the necklace, since it was an upgrade for me, and the guy apologized saying he had not known. I said at start I picked that dungeon because I was after better gear, so… yeah, hard for him not to have known I might need the necklace. He was wearing a necklace that was over ilvl200 and said he only needed on it because he is desynthing goldsmith things.
I was polite about it, but I was not very amused to hear that the guy NEEDed on gear I genuinely NEED to be able to run the next main story quest dungeon. Thus, this post was born to try to help remind people that the NEED option is for people that actually NEED the item. Certain things it is okay to NEED on, things like coffin lids, minions, music, mats for crafters…. but please. PLEASE. Only NEED on gear items if you are needing that to upgrade your class, because rolling NEED on a piece of gear someone else genuinely does need is not nice. Especially if all you plan to do is trash it or trade it in for a few seals at your Grand Company.
If everyone were to play the game with a bit of kindness toward their fellow players, then it would be a much better experience for all.
I’ve been working on the low poly guard figure. It is a very long way from complete, but I have a basic shape for the figure, including a collar and shoes. The hands will need to be worked on a lot, I’m even thinking I will delete them and make new hands.
I wanted so badly to get started on my character, now that I think I might have Blender working again, that I failed to actually read the first chapter of Game Character Design with Blender and Unity. I created a basic character model sheet for my average goon guard character last night, but when I went to read over what to do with that in the book I discovered that drawing is not the first step in creating a character – writing is. Oops. So, I will back up a bit now and actually follow the advice of my instructor and spend some time working on writing out what this goon type is. This is actually good, since I want to get into writing more, and writing is, after all, what I want my primary work to be, so… yes, time to slow down on my eagerness to get to playing in Blender and do a bit of writing about my character and define him in detail before I get out the pens and pencils again.
I created a rough design for what the average city watch patrolling the streets will look like for the character I am going to be working on. This is a very rough figure, since it is going to be a very low poly character to be part of a group of enemies.
This will be the character I am going to work on as I work my way through Game Character Creation with Blender and Unity by Chris Totten. The book explains how to create a zombie for a zombie shooter game, but I think it should work rather well for a goonish city guardsman.
As I was doing a little browsing for character model templates I came across an interesting, if old, article about a model of a sewer David Peters made to aid him in creating a cover for the cover of IDW’s Teenage Mutant Ninja Turtles Micro-Series.
I went on a quick run around the internet and found some image references for the guard I want to make.
Most of the images came from Crime & Punishment: Bristol & Gloucestershire Crime & Punishment Archive Photographs on Flicker compiled by Paul Townsend. The picture inset in the top left of the image is from Victorian Prison: Instruction and Probabtion Rather Than Oppressive Discipline on the Victorianist blog.
I like the nice clean look of the uniforms, plenty of nice details, but nothing that will require extensive use of vertices to make. The one detail I would like to have that is not here is a mask, but I do not think I will have that much trouble with a face on the basic model these will be.
I particularly like the key bag on the belt and want to make sure that I incorporate that detail into the final model.