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Shine

Eurobricks Knights
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Everything posted by Shine

  1. The way I remember it working is that LDD and LDraw use different part IDs for some elements. Ones that aren't the same will need to be manually converted by editing the LDraw file in notepad or something similar.
  2. Ah, yeah. That's meant to emulate the natural color variation in Lego's plastic, but it often goes too far and is especially noticeable on large parts.
  3. You'll need to modify LDD2PovRay's finishes if you want more realistic metallic colors. There's a string posts about it starting here. To change the colors, make a copy of the ldd_default_colors.inc file in the same folder the original is in. Name it something else though. Open it up with notepad or a similar program and find the line for gunmetal. Gunmetal is listed as #316 in LDD so modify that line's rgb values to whatever you prefer. You can reduce g's value (which is the second set of numbers on that line) to lessen the amount of green in the color, and reduce all of the values to make the color darker overall. Be sure to only change the numbers in front of the 256s though. In the Colors tab of LDD2PovRay, enable custom colors, then chose your new file in the dropdown.
  4. Do you know if being able to do this is new? I thought I tried it a long time ago and it wouldn't work. Thanks either way. LDD looks much nicer now. edit: Actually, I probably never turned off advanced shading.
  5. You'll need to modify LDD2PovRay's finishes if you want more realistic metallic colors. There's a string posts about it starting here. I'm not sure what's up with the flame, though the head looks alright in the image you posted. Did you render the model with a black background then cut it out in Photoshop or anything weird like that? Or if not, does it still do that with all the render settings at default?
  6. Signed up. Whatever turn is fine.
  7. I just had something similar happen to me. LDD was open, I was working on a file, and Windows' theme reset to the default out of nowhere. I haven't seen it happen before and it was fine once I changed everything back, but it's definitely not just something on your end that's screwed up.
  8. I've had similar problems rendering pieces with open studs, including how only one side is affected. I remember it being incredibly hard to get rid of and I don't think I ever found a solution. Mine were O shaped instead of solid though, like it had rendered an extra copy of the open stud's face slightly above it.
  9. Had one hell of a nostalgia trip getting it.
  10. An image of the mask without the electricity if anyone wants it.
  11. Flickr • Download .LXF Based off Metal Slug's Iron Nokana.
  12. Thanks, but not really what I'm looking for. As far as I can tell, that just controls whether or not any bricks in the scene get the texture, not which ones do or don't. For example, I wanna be able to render the this, but have only the full slope be textured.
  13. Did you use ctrl+k for the first and print screen for the second?
  14. Agreed. It was a good idea, but I don't think it works color or shape-wise. The changed hands are enough. I'd ditch the new dark gray slopes on the back as well. And maybe put some dark gray 1x1 round plates on the Technic holes on the insides of the shoulder pads. Those areas look flat and unfinished in the current iteration. Dark gray half pins would work too.
  15. Flickr • Download .LXF Was supposed to be building a house for the LDD contest but I ended up with this thing instead.
  16. Is there a file somewhere that controls which bricks get part materials and which don't? There's a lot of slopes that end up with the "sandpaper" texture that have no business with it.
  17. The newer designs feature an indentation on the top of the socket that keep them aligned with a ball even when pressure is applied. This makes joining the two easier than it was with the older style of socket. There's actually several versions, the latter of which were likely intended to strengthen the initial one.
  18. Very hyped. Been wanting to do a structure in LDD for a long time and this seems like a good excuse. Just to be clear, how realistic does the home have to be? Are fantasy or sci-fi themed builds acceptable?
  19. There is. It's the large, right-most button on the selection tool's toolbar.
  20. Very cool. Reminds me a lot of Pride from Full Metal Alchemist. I sort of wish the Matoran was a different color though, so as to contrast more against the red of the monster.
  21. Flickr • Download .LXF
  22. Oh man I'm jealous. I've always wanted a version of LDD without that stud grid.
  23. Micro Viper space, space fighter, Novvember's viper, microscale Peppermint Porpoise space Rusted Raptor space, microscale Beige Brick space, microscale The Color of Spring and My Love Affair with Screwdrivers space, capitol ship, microscale Saturnus space, microscale Veiny Slab space, microscale Two-Headed Holy Man aircraft Porcelain and Periwinkle space, microscale Architect of Ruin ground vehicles, microscale Circular Alligator space, microscale Toothy Zeppelin aircraft, microscale And I think it'd be nice to have categories relating to what scale the MOC is made in. (micro, mini, ect.) Thanks.
  24. Awesome, thanks. I know this is a really late response, but I've been looking for a way to do this for quite some time. Though using your technique seems to make POV-Ray ignore nonstandard camera angles. Is there any way around this? Also, can a "perfect" 3/4s view be achieved using a similar method?
  25. I like the mech's gun. You don't often see guns with wooden stocks and the finger actually being on the trigger is great. The way the shield is held seems wrong though, since it'd need to balance the majority of its weight above the place that he's holding it at. I'd either move the connection point to the top or maybe mount it on the side of its arm instead. Don't have any criticism to offer for the jaw beast, it's pretty cool all round. The tongue is an especially nice touch. And you totally should have posted these on the other place so I don't have to pretend to be a nice person.
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