The Official 3D Modeling Thread (Ask, Showcase, etc.)
^Looks really nice so far, I think some more elaborated interior details would do it wonders, the exterior looks solid.
Working on a new level for Hide or Die, not necessarily 3D as much as level design, but thought it'd be cool to share.

(click for high res)
Psst, we also have a kickstarter that we're trying really hard to make succeed, any sort of donation would help a ton!


Just having fun in Substance Painter & Blender
^ Oooh, i like those. Really like the fancy detail around the edge of the mallet head as well. Is that modelled or is it a map of some type?
That's something i still need to do, d'load the trial of Substance Painter to see what it's like, lol.
Nice work.
Looks great!
Meanwhile I'm over here struggling to make a basic station for my ride in sketchup haha. Beginner problems
^^ Those details are made in illustrator, I export it as *.svg file and blender converts it into mesh.
dang that looks clean !
^^Looks 3D printed

Rock 'n' Roller Coaster - UE4
Hey guys,
i want to import my NL2 track into blender. I have the pro version of NL2 so i exported the track spline and imported it. The coaster has some switch tracks and because of that there is only the beginning of the coaster, not the whole one.
Can someone help me out or has some tips?
I think duplicating the coaster and if required bridging the part or just exporting the second part should work fine.
^ Thank you. :) Really simple actually :)
Is anyone else already playing with / testing the blender 2.8 development builds?
A simple Eevee scene:

2.8 could be really a great step forward for all those who felt that blender is complicated. Besides getting new cool features there are many improvements that will probably flatten the entry level learning curve.
bestdani posted on June 1st, 2018
Is anyone else already playing with / testing the blender 2.8 development builds?
No, i'm waiting for the full release when they're ready to launch it.
I am looking forward to the 2.8 update though. From what i've read and heard, it's going to have easy access to some neat features that would otherwise take time to set up with nodes or compositing.
Hello! You guys are mega talented, and I would like to know if somebody could make me a Schwarzkopf Wildcat style train. They look like a car, and there are two seats in the front and two in the back. There is only one lap bar per row. I also need this to fit on the Gerstlauer Eurofighter track. I'm not sure if this is the place to ask, so I apologize if it is not. Thank you in advance!
Do I need to enable another option to use keyframe animations made in Blender in my NL2 object? I've also selected the "Key Frame Animation Automatic Loop Play" option in the nl2sco editor, but my model is still static.
^ Yeah, I noticed this issue recently. Haven't figured out what's wrong
Seems to be an issue with the Collada exporter of one of the recent blender 2.7x updates, I did not exported an animated object for quite a long time, but a buddy and I found out when I remember correctly that changing the Transformation Type setting during the export to "TransRotLoc" seems to fix it.

(When I remember correctly in the previous release the default option "Matrix" was just not correctly applied, now it is applied but that function seems to be broken).
Yes that did work. Sort of.
I'm making a the platform and gate for a divecoaster, based on a real life version. The platform lowers fine, but it seems the gates are exported on the wrong axis, because instead of turning around on Blender's Z axis, it turns on NL2's Z axis, which is the equivelant of Blender's Y axis. The platform does work fine however, so that one is exported fine.


U can change the left one to the right and the right one to the left ? that might help ?
MrRC posted on June 11th, 2018
U can change the left one to the right and the right one to the left ? that might help ?
What do you mean?
Thimo, check your PM
^^Lookin good Code. Are you planning to release those?



^ All of your faces are being turned into triangles when rendered anyway, so having fewer faces won't improve performance. I would just use n-gons wherever it makes sense in the modelling program, either because it's easier to model with or because you're applying certain modifiers and getting unwanted results with individual triangles.