Reputation Activity
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SierraHotel got a reaction from WheelOfTime in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel reacted to Swooplezz in Modelbench Community Build v1.1.0
Download v1.1.0
Features:
Added Painter tab. Allows for creating and editing textures entirely within Modelbench CB. Included Features: Brush, Erase, Fill, Color Picker, Shape, Select, Transform Tools. Draw guide-lines. Pixel grid overlay. Color editor. HSV, RGB, and Hex modes. Latest 12 colors are stored in history. Color palettes. Is saved inside the .mimodel files, and can be exported to .mipalette files. Supports lospec .json file importing. Texture creator and dimensions editor. HSV and Brightness/Contrast adjustments. Added missing .mimodel features from newer releases of Mine-imator. 2.0.2+: "Show backfaces" option for parts. "Model color" model option and "Use model color" option for shapes. "Floor box UVs" option. Continuation Build 1.0.4+: Texture scrolling options for parts and shapes. Community Build 1.0.0+: Mirror texture X option for shapes. Changes:
Renaming multiple parts now adds numbers next to them if "Show name warnings" is on. Bugfixes:
Fixed "Show name warnings" preference not saving. Fixed IK handler not being accurate when scaling the model. -
SierraHotel reacted to Swooplezz in Mine-imator Community Build v1.0.0
Download v1.0.0
Changes since Mine-imator 2.0.2:
Features
Ported all features from mbanders's Continuation Build 1.0.6. Added gobos, allowing for textures to be applied to spotlights. Added light groups. Objects will only be affected by lights if both are in the same light group. Lights without a light group will still affect all objects regardless. Can be created from a new "Light groups" tab in the project properties. Timelines can be added to light groups through their properties tab under "Appearance". Added Copy position, rotation, and scale constraints. Timelines can inherit these values from any other timeline in the project. Timelines can switch between their targeted object for each constraint at any time during the animation. X, Y, and Z value inheritance can be switched on and off for each constraint at any time. Added Look at constraint. Timelines will rotate towards the direction of another timeline. Target timeline can be switched during the animation. Added Bend inverse kinematics constraint. Allows for body parts to bend parallel to the rotation of another timeline. Useful for hand and foot IK in custom models. Added dropdown menu to "Enable/Disable overlays" button in viewport taskbars. Can toggle visibility of gizmos, timeline shapes, and timeline guides individually. Added timeline guides. Visual representations of camera frustums, spotlight cones, etc. now appear when these objects are selected. Must first be enabled under "Enable/Disable overlays" dropdown. Added "Aspect ratio" modifier for cameras. Added scene color modifiers for night sky, night clouds, and stars. "Night" color is now called "Night Ambient". Added "Work camera FOV" preference. Added "Select locked timeline parent" preference. When trying to select a locked timeline, its parent will be selected instead. (Will continue up the hierarchy tree until it finds an unlocked parent.) "Import asset..." option now allows for multiple assets to be imported at a time. .miproject files can now be opened directly with Mine-imator from the file explorer. Added project search bar to the home screen. Lights can now be switched between point and spot lights after creation (new "Light" tab in its properties). Body parts now have a Wind influence modifier. "Inherit bend" option now copies bending from parts affected by IK. Import image popup now displays the texture being imported. Integrated item sheet importing into the import image popup. Interface tab in Preferences is now sorted into subtabs. Updated appearance of startup and home screens. Replaced Modelbench advertisement with Modelbench CB advertisement. -
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SierraHotel reacted to AR34 in Tachibana Twins - Blue Archive
Hikari & Nozomi from Blue Archive
Get this Rigs : https://aramadhan.gumroad.com/l/qfpgq
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SierraHotel got a reaction from BulBash in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel reacted to TheLuigiNoidMan in Colt Navy Revolver
In the early 19th Century, most conventional firearms could only hold a single bullet at a time, requiring a lengthy process to reload guns every time they were fired. Although they were used as an extremely powerful weapon for many generations, their simplistic design would inhibit the overall capability of any military wielding them. However, by the 1830s, certain advancements in technology and manufacturing would allow for a new type of firearm to be designed; although the design was unsuccessful when adapted to rifles, it would permanently revolutionize the world of sidearms for the rest of history.
These revolutionary pistols are well known as Revolvers.
Although these pistols, designed primarily by Samuel Colt, initially weren't successful, trial and error would lead to an overwhelming commercial success in the United States of America as time went on, eventually becoming a staple of weapon design across the world. While these designs were indirectly inspired by earlier pepperbox pistols, their ability to automatically rotate the cylinder every time the hammer was pulled is what allowed revolvers to surpass the firearms before them.
Most revolvers were originally percussion designs (otherwise known as Cap and Ball), which involved the hammer directly striking a cap that ignited the black powder charge within a cylinder's chamber, shooting the bullet out of the gun. Although the multi-round capacity of these firearms meant that reloading would be significantly longer than the average single round pistol, the fact that you could fire several bullets before needing to reload at all allowed them to become extremely potent weapons during their time. These long reloading processes would eventually become a thing of the past, as they would become obsolete with the introduction of metallic cartridges.
This model is specifically based on the 1851 Colt Navy design, which was extremely popular among both sides of the American Civil War. It was the last percussion revolver made by Colt's Manufacturing Company and was finally discontinued in 1873, when it was replaced by the Colt Single Action Army. It held six .36-caliber rounds, and had a built-in ramming rod for reloading, as many revolvers did. Although revolvers are still somewhat simplistic, ornate decorations such as engravings or extravagant materials could often be seen on these guns, making certain revolvers incredibly fancy and highly coveted by collectors to this day. The Colt Navy was no exception to this trend, and this model allows for the modification of multiple parts of this gun.
In order to do this, you must import all of the textures into your project's Resources tab.
There are four materials to choose from, being Metal, Steel, Silver, and Brass, and grip textures vary with each material. As for engravings, I decided not to texture any, although there is nothing stopping you from simply creating your own engraving textures and overlaying them within Mine-Imator or even Modelbench. Shouldn't be too difficult...
A powder flask is also included with this model.
Click here to download! I sincerely hope you have fun using this model!
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SierraHotel reacted to manicminermemer in Mine-imator 2.0 3D model converter! (mostly)
https://file.garden/ZlrJr4gXzRtJW4yO/magic/duck.mp4
Major thanks to Mr. Doon who wrote the meshcache importer! I mainly just wrote this post...
For basics: Mineimator does support meshes, but they're not supported in the way you'd want to use them.
The way that custom meshes got achieved in Mineimator is very hacky and kind of clunky, but it does work.
Mineimator does not have a way to directly import meshes in-program, you'll have to go through a bunch of steps first.
We shall also note that Mineimator does not support meshes with bones. No mesh skinning, no whatever.
All imported meshes are just gonna be as still as a prop...
Finally, please note this converter was an afternoon project and has problems. This program does not import normals properly, so shading will be rather off and may not look right. I have included the source code if you want to try and fix it...
First download the converter, which I have included as a file right here. Place it in whatever place.
Along with the converter is the source code, written in C.
Converter: https://file.garden/ZlrJr4gXzRtJW4yO/magic/converter.exe
Source code: https://file.garden/ZlrJr4gXzRtJW4yO/magic/converter.c
Note: Windows may flag converter.exe as malware which is a false positive. I don't really know how to solve this though sorry... If you find yourself sufficiently scared by the false positive anyways you can skip to step 4 and try and compile it yourself using the C source code I also linked here.
(edit: it was written in C, not C++)
1: Meshcache Files
Mineimator 2.0.'s terrain is stored in ".meshcache" files, which are 3D models of the terrain that has been imported.
It is important to note here that these are not collections of blocks, but actual 3D models of the terrain.
I made a whole thread about this here:
so I won't go too in depth about it here.
2: Manipulating Meshcaches
To import a mesh, we will first have to get ready first.
Firstly, you import an schematic with no moving parts (no doors, no levers, no buttons) and put it into the program, which will cause Mineimator to generate a meshcache from that schematic. Luckily, Mineimator already has a couple of these. To prevent Mineimator from randomly re-importing the original meshcache over the custom meshcache, I suggest using only the terrain pre-packaged with Mineimator, as terrain imported from other worlds will be linked to that world and Mineimator will re-import that meshcache if it detects changes in that world. With Mineimator's default terrain props, there is no world and your meshcaches can remain untampered with. Let's use the lamp post schematic file.
3: Making a Model and Importing it
For this next part we have to get a mesh in blender, specifically Blender 4.0. Firstly, the mesh's texture has to be a single texture, and as I mentioned before, the mesh will pretty much just be completely stationary. If you want multiple moving parts or multiple textures, you're going to have to import additional meshes!
Since I don't feel like modeling, let's just grab a model off of https://www.models-resource.com/. This is a tutorial anyways...
The model I'll use for this demonstration is this model. https://www.models-resource.com/playstation_2/crashbandicootwrathofcortex/model/20863/
As we import the mesh into Blender, make sure to triangulate it first! And apply the modifier! That will be important.
Next, we SPECIFICALLY export the model as Stanford PLY .ply.
Next part, make sure that you have the settings on the right! You can uncheck Selected Only if the mesh is the only thing in the scene... Don't use Blender's Triangulated Mesh feature for exporting PLY files, half the time it doesn't seem to work right, for whatever reason.
Next, refer to the following image:
Next part:
Next, we delete the schematic file for the lamp post in our mineimator project directory as well as the meshcache file. But now, you drag the meshcache file you just made into your project directory and rename it to have the same file name as the lamp post's meshcache file.
Now we get into Mineimator, and although it may still look like a lamp post that is because it's not immediate! Re-open the project file and the lamp post will become Crash's head! Kind of. We still need to get the texture in:
Since this is still scenery we use the mineimator scenery texture. This is why I said it must be a single texture earlier.
We take that scenery texture and slap it onto that scenery and now we have a mesh in mineimator I guess! Since the converter doesn't import normals properly because of a bug with it (they DO get imported, they're kinda just weird) the shading is a bit off but it is indeed a mesh in mineimator!
Here's the mineimator project in this tutorial: https://file.garden/ZlrJr4gXzRtJW4yO/magic/project.7z
Also, you cannot export the terrain/mesh thing as .miobject unfortunately as Mineimator won't include the meshcache in the miobject no matter how you select it or try to export it. So if you're trying to share meshes through this, you're pretty much forced to share it through sharing the project itself and you can't use .miobjects for this. Remember - this is pretty hacky!
4: Compiling the thing
If you're wondering how to compile this program you need GCC, it's written in C. The method I used to compile it was following the MinGW tutorial here: https://www.wikihow.com/Compile-a-C-Program-Using-the-GNU-Compiler-(GCC) and using the GCC 14.10 build for Win32 here: https://winlibs.com/
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SierraHotel got a reaction from ItsZaaki in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from rofrrrrrrrrrrrrr in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from CDplayer in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from gunterH in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from Proud_AnimatorZ in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from PearAnimations in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from Mr M3m3~Chan in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from AR34 in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from Duychung in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel got a reaction from Aisu Uchibi in My recent works
M107A1
Benelli M4/M1014(+TTI Custom)
Fostech Origin 12
MPX(TTI PCC Custom)
Glock 17/34
Some models are made by/based on megat88_145(twitter)
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SierraHotel reacted to AR34 in To the Park with Natsu
Get this Rig : https://aramadhan.gumroad.com/l/yaheg
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SierraHotel reacted to Salem in T-72 Tank
Cold war variant (T72M) and modernized one (T72B)
Skirts and fuel tanks are removable
Hatches are operable, but holes are blocked with black plane, and tracks wont be moving
massive skill issue, sorry about that
please feel free to edit and use these as you wish
edit: Changed shape of rubber skirt on T-72 (4).zip
https://www.mediafire.com/file/yolz1t1zoibo8yf/T-72_%284%29.zip/file
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