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Home to Amaranth's daring challenges to you our members. Come in and try your hand, work your mind! All entries go in HERE!

Author Topic: Amaranth Daring Challenge #23--Try your hand at blender  (Read 8729 times)

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Online thelufias

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #150 on: March 07, 2015, 09:09:19 AM »
Hummm....GB's..........

Unfortunately mine are measured in TB's   :sigh:
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Online Jherrith

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #151 on: March 07, 2015, 09:23:21 AM »
Well I don't do SPAZ .... I mean DAZ, or tubes so naturally mine would not yet reach the TB level.
"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #152 on: March 07, 2015, 09:29:54 AM »
Very true.  I've been more selective with Daz Downloads.  But still have tubamania :tearlaugh:
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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #153 on: March 07, 2015, 09:36:05 AM »
Here is the thing to you don't use tubes in Poser it is part of the postwork process, most of the time I would believe, I mean I guess you could import a tube as a background in Poser and then render it out. Although the lighting in the scene would be off then, anyway the numbers I quoted is just straight pure Poser content only.

So consider how long it would take to open a single runtime that weighs in at 171GB it would be one of those come back tomorrow things.

Oops forgot to add in the default runtime in Poser 10 so add another 8GB to the above total.
"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #154 on: March 07, 2015, 09:39:43 AM »
Actually a lot of folks use tubes in Renders.  I was surprised at this.  Maybe not characters so much,  but a lot of the items such as furniture, animals, clouds, etc.....
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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #155 on: March 07, 2015, 09:46:14 AM »
Well, like I said it didn't occur to me until I had typed what I was saying that it might be one of those sort of, kind of, maybe things, I guess that with props it would be different but people I am thinking is another thing mainly because as I mentioned the proper shadows concept.
"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"

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Online Aelin

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #156 on: March 07, 2015, 09:46:53 AM »
When i started to work on pictures, i was a "2D" artist (if i can say this). I taken tubes, and i created tubes with pictures that i found.
And i discovered Daz thanks to a woman who created to with. Now, i have some difficulties to use tubes of characters for make creations. I use tubes of trees (mine in Daz and Poser, with xfrog plants for base), and tubes of animals that i made by the past and now in usb keys.
For animals, i have some difficulties for certains for a good render in Daz or Poser. It's the reason for use tubes of real animals.
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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #157 on: March 08, 2015, 09:46:38 AM »
I can't help but feel somewhat outdated when I see words like "tubes" used in reference to "transparent overlays." Used them for years but knew them under a different name. Back before 3d models were used in game engines, they were simply gif animations with transparent backgrounds used to create the visual effects in games.

Later it became mini avi animations with the same transparent backgrounds which were less pixel-lated and gave more realistic visual effects to the games. Even the folder structures of game objects were simple....everything visual was launched from the one folder. Images and models were in the same place and the information was called into place with the mtl file.

This worked perfectly! When they started calling content from multiple locations by means of code within the game engine, this led to unstable games. It caused poor collision detection, and particle systems began to be very taxing to the system. I said then that it was a VERY bad idea, but progress overruled me...LOL What does any of this have to do with anything you ask?

Nothing really....an old fart rambling mostly...LOL It happens from time to time.
:tearlaugh:


Characters/Props for Poser & Game Engines.

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Re: Amaranth Daring Challenge #23--Try your hand at blender
« Reply #158 on: March 08, 2015, 10:18:08 AM »
On a good note you discovered you have been making tubes for many years   :thumb_up: :tearlaugh:
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