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I've been trying out some new stuff: learning how to use Blender so that I can crush, rip, and deform things. It's better than my first attempt (years ago now), but still needs some work.

Anyway, enjoy!

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J. Oliver Scott

This may be a needlessly complicated question but when you rip a large object like the truck, is it considered one element so has to rip uniformly or is it's real world equivalent components individually rippable? Like for instance, in real life the roof rack wouldn't tear in the same pattern as the roof itself so can the roof rack be isolated and ripped differently? Just curious really about the process and potential, nothing more.

pratev

You are absolutely right about the differential destruction - it's one of many things that bugs me. (I got a PM about this same issue - you guys have sharp eyes!) This is something that I am working on - I noticed that problem as well and I don't like it. Destruction, in my experience, is the most difficult thing to accomplish in 3D modelling. I have training in 3D Studio Max, but I cannot afford that program, so I am using (variously) Daz Studio, Marvelous Designer, and Blender. Daz is really good at character modelling and is my primary platform. MD is for cloth deformation and I use it occasionally to fit clothing better. Blender is what I am trying to learn in order to crush, rip, tangle, and otherwise destroy stuff. Each of these programs use different file formats and different methods to manipulate objects. I find it exceedingly frustrating because I know what I *should* be able to do from my experience and training in 3D Studio Max, but I do not know *how*. Documentation is hard to find, especially when the same operation is called something different in each program. Working on the truck, for example: It is a Daz model. I originally set it with a few doors open and wheels turned. The way Daz handles assets like this is that it is a single model with different face groups. Face groups are assigned to 'bones' so that turning a 'right front wheel bone' Daz will know which faces on the model are associated with that bone. UV mappings are associated with face groups also. When I exported the model to Blender with open doors and such, there were faces that stretched across the gap between the edge of the open door and the frame of the truck - it looked like a blanket had been hung between the door and doorframe - so I had to close all the doors and reset the model to it's base form. Then, how to split the model into two unequal parts without losing the UV map to show the correct textures? This would have taken me 5 min in 3D Studio Max, but trying to figure out how to do it in Blender took 7-8 hours. I could not figure out how to isolate different parts of the model and split them differently, so I finally gave up on that part of it. Then, when I re-imported it back into Daz, all of the texture assignments were lost. I had to go through each face group (which had been renamed by Blender for some unknown reason) match them up and reassign the correct textures. Fortunately, the UV positional information was preserved, despite subdividing the model in Blender and splitting it into two. So, as you can see it was a lot of hard work! I agree with you and I would like to make it look more realistic. I hope I will get better with more time and experience!

S Munson

Fascinating, honestly fascinating!

pratev

Were you referring to my long-winded comment, the image, or both?