Devlog 2
Say hello to Octillery!
going insane with this blender to fusion 360 workflow
Main pointers
- 2 more arms/tentacles [the more the merrier]
- Textures! ( 2nd img ) old version, scrapped it
- Octagon base (so screen can fit)
Explanation on ideas
mb if I wasnt clear on vocalising my ideas
- The PCB and switches will be located on Wailords scales / circular things at the top. The switches can represent the scales? or whatever the white circular things are.
- Screen will be located on the ocean/octogon shape, the wires will be sent down through the hollow tentacules.
- My inspo was those characters that would shake side to side from the sunlight, it was quite popular in my city.
Annoyance / yap
- Blender to fusion 360 workflow doesn’t work well.
From editing the topology in blender then exporting it into fusion 360. To then find out that the convert mesh to solid body fails due to weird topology and weird face groups. (idk how to fix, ive been stuck here forever. Hence the 8 hours logged). - ngl idk if all these hours were contributed, since I may have undid the changes that were logged.
- I might not have enough time to submit due to all these errors and not knowing how to fix them.
I still have coding and fixing the mesh, while stardance ends in 9 days. (wait that soon? lwk i didnt notice until i counted 😭) - oh yeah my hard drive data also corrupted, thankfully some data was able to be retrieve.
too much negativity…