Hi folks, thanks a million to those who watched last week. This week we do something simple and fun: some low-poly trees that will look great added to any low-poly outdoor scene.
This technique uses extrusion and the skin modifier to build the trunk. The canopy is made of ico spheres that we’ve distorted.
Here’s the video link:
My blend file can be downloaded from here.
I thought it would be nice if we could finish out our animated tank, notwithstanding that we’re all self-isolating at the moment. To that end, I’ve recorded a litte video to show the last bit of the animated tank model, the bit that actually includes the animation!
I hope this video will be of some use to at least a few of you. If you watch it, please do let me know with a YouTube comment or a comment here so I can decide if I should make a few more like this. Happy to do it if someone’s watching!
Take care and mind yourselves and your families.
Here’s the link to the finished tank model.
We continued with our tank. In this session we:
- Used an array to generate multiple track segments (treads)
- Uses a curve modifier to fit these around our curve
- Used a negative scale to mirror some objects
- Created a simple terrain with a cloud texture and a displace modifier
- Generated a procedural texture for generating camouflage
Which was a lot!
Here are the video notes:
The updated tank model can be found here.
This week we continued with our tank model.
We created a set of wheels from a cylinder which we then scaled, duplicated and used inset and extrude to provide a little detail on each wheel.
We then created a bezier curve to define the shape of the track across then wheels. Bezier curves are an easy way to defined a smooth shape. They have a number of points through which the curve passes. Each point has a pair of handles. The rotation of these handles defines the angle at which the curve passes through the point. The distance between the handles defines how tightly the curve bends as it approaches the point.
Here are the video instructions for this week:
The updated tank model can be found here.
This week, we finished our apple project started in week 12. We took the images we’d made and stencil painted them onto our apple model.
Here are the video instructions for the stencil painting:
The completed apple model can be found here.
Once we finished the apple, we started to talk about animation. To illustrate this, we started building a little multi-object tank model that we can later animate. Here are the instructions on starting the tank model:
The in-progress tank model can be found here.
This week we had a 3D printer in the room, so our plans to stencil paint the apple took a back seat until next week. Instead we printed a dice model and then looked at how to build that model.
The printer we used is a Prusa i3 Mk 2.5. To print a model you import it into a program called a slicer which converts it from a polygon based model into instructions for the printer in how to lay down a series of layers of plastic to build the same approximate shape.
The model we printed was a dice. To do this we used ‘hard surface modelling’ techniques, specifically the use of boolean operators. Boolean operators allow you to take two shapes and make a composite shape that is:
- Difference: The first shape with the second cut-out
- Union: A shape which is the two shape fused together
- Intersect: A shape which is only where the two original shapes overlapped
This technique is powerful, but it results in many N-gons (polygons with more than four sides). N-gons are bad in many circumstances. For example severe distortion may result if :
- If we try to apply smooth shading
- If we try to apply a subsurface modifier
- We later try to distort the mesh, as with an animation
- If we export the model for use in other 3D packages
If none of those apply, hard surface modelling can have its uses.
Here is the instruction video for this week:
The dice model file can be found here.
This week we looked at colour and generating textures.
White light contains all other colours; we can see this when a prism splits it into a rainbow. A green object appears green because it absorbs other colors and bounces the green light back and into our eyes.
When we render an object in Blender, or any other 3D software, we want the renderer to generate the highlights (specular reflections) and shadow on the object. Any texture we use should be as free of highlights and shadow as possible.
To generate a relatively highlight and shadow-free texture of an apple, we used a pop-up portable photo studio. The interior of this box is white and reflective and lights the object relatively evenly on all sides.
We photographed the object, an apple in this case, at four angles around the circumference and once again for the top and bottom of the apple respectively. This left us with six shots of the apple from all sides.
I then opened each shot in Gimp (the image editing software), and removed as much of the rest of the image, everything that wasn’t apple, as possible. To do this I:
- Used the Rectangle Selection Tool to select a box close in around the apple and then used Image | Crop to Selection to remove the rest of the image
- Used the Fuzzy Selection Tool (aka. Magic Wand tool) to select white areas. I adjusted the Threshold value in the Tool Options panel as high as possible so that no parts of the apple were being selected when I clicked. I then used Edit | Cut to remove those portions.
- Finally, there were portions of the supporting bowl that were still remaining. I used the Free Select Tool (aka. Lasso Tool) to select these and remove them.
Once I had each photo of the apple cleaned up, I created a new image, and pasted all the individual images into it, scaling them so that they were close to the same size. The result is here:
We also built a simple apple model by shaping a UV sphere. Next week we are going to stencil paint the apple model with this texture.
The apple model can be found here.
This week we finished our game from last week, Breakout!
Now there were a lot of complex ideas, rotations, degrees and we created two variables.
Here are the notes in PDF from CDA-S8_Week 1_20-Breakout.pdf
If you want to upload your own game, log in with the following details on http://www.scratch.mit.edu
Here is a link to the finished game that I have uploaded to the scratch website
Hi Folks. Minimal notes this week as we spent the session working with the sculpting tools in Blender; something you really just need to try for yourself.
To start a new sculpting session, just choose File > New > Sculpting to be presented with a high-resolution quad sphere and an array of sculpting tools.
Of these tools there are three I find most useful:
- Draw: Normally pulls out the mesh, but will create depressions when CTRL is held
- Crease: Makes fine creases in the mesh. Great for adding detail
- Smooth: Great for when the mesh has become a little rough or uneven
You should experiment with the others to see which you like best!
Finally, here’s a little rough and unflattering 10min self-portrait I knocked up at the end of the session, just for laughs:
When sculpting, it a good idea to remesh from time-to-time where you’ve significantly deformed the mesh. Remeshing evens the mesh spacing automatically, avoiding places where individual polygons are overstretched, but it’s only available in Blender 2.81. Some people had this version already installed, while others installed it during the session. If you haven’t got it yet and would like to install it you can get it here.
Finally, here’s little personal project you might like to see. I sculpted and painted my cat Noodle’s head. I used a couple of reference photos and a technique called stencil painting to generate the texture:
Hi folks, hard to believe this was our last regular session of 2019. Next week is our Christmas pizza party and show-and-tell.
This week we took a photo of a cereal box and UV mapped it to a simple cube which we scaled to the appropriate proportions. One we made our model we built a very basic studio setup and did our first render with a camera and a light.
Here are the video instructions:
Here is the final render from my model:
The file for this week can be download from here.
Once we return in January I’ll be using Blender 2.81, instead of 2.80 which we have been using, so everyone should try to upgrade if they can by going here.