Halloween Costume ideas 2015
Articles by "modeling"
@dorothiar #arttips #interview 101 2 Column Template 2012 mentee 2013 2013 mentee 2014 2014 mentee 2014 Portfolio Winner 2014 SCBWI Portfolio Mentorship Winner 2015 mentee 3 Column Template 360 3d 3d print 3d printing 3delight 8bit Abbey McCulloch abstract acryla gouache acrylic action addon adobe Adobe Flash CS3 Adobe Illustrator Advanced Tutorials advection Advertising advice Agata Wierzbicka agents airplane Al Wiseman ALA Alan E. Cober Alan Lee Alex Ross Alexandra Compain-Tissier Alexandra Lekias Alexandra Levasseur Alexandre Korobov Alexis Winter algorithm alien ALT Amelie Hegardt Amit Shimoni amusement an Ana Aranda analog Andrea Hrjnak Andrea Hrnjak andrea offermann andreaoffermann andreazuill Andy Musser Angela DiTerlizzi Angelika Peißker animal logic animals animation animation nodes anime anisculpt Anja Kroencke Anna Higgie Anna Jensen Anna McKay Annabel Briens AnneBerry Anneke Krull Annu Kilpeläinen anstudy anthology António Soares ar arduino area armature arrange array array modifier arrow art art director art directors Art is fun! art reps art tools Artaksiniya arthictecture arthur rackham artists artwork ase Ashlyn Anstee Asian aspiring asset atom attribute attribute transfer audio Audrey Kawasaki augmented reality aurasma Aurelius Battaglia author illustrator automatic automation Autumn Whitehurst avatar Avrom Yanovsky AW14/15 award awards Babeth Lafon Babies baboon Baby Love Background background color bacteria bake baking ball Bamboo banner Banner images banner making Barbara Dziadosz barcode basic bbox beads beats Bec Winnel beginner Bel Johnstone Ben Denison Bernie Fuchs Berto Martinez Beth Krush better photos bge Bijou Karman Bike biscuit bishop black and white black and white art Blair Breitenstein blam blender blender game engine blender3d blending Blinkie Blinky blob blocks Blog Tips blogger Blogging Friends blogs Blonde blur effect in pixlr and photoshop blur images and pictures bmesh bmesh viewer bolognaragazziaward bombing bone bone modeling bones book book launch books boomerang bottle bounding box bowl bpy brian eno brian ormiston Brian Sanders brian won brick bridge Bridget Davies bright Brooke Boynton Hughes build modifier building burns business Buttons bvh cage Caitlin Shearer caldecott calibration camera camera settings camera tips Candle capcom card career Carole Wilmet cartoony Cassandra Rhodin cast Catherine Campbell Cecilia Carlstedt cell center pivot centipede cg cg photography chair challenge Chanel changin color in pixlr changing color chaos character Character Bible character development charcoal charles Charlie Dot Charlie Hebdo Children children's book illustration chocolate Christina Drejenstam christina forshay Christina K christinaforshay Christmas Cindy Derby circle circle dance city cityengine clock clones cloning cloth Cloud based clover CMYK Coco Chanel Cody and the Fountain of Happiness coffee collect collection Collections collision color color balance color cast color correction color mode color study colorful Commercial Use complexity component compositing composition computational thinking computer concept art Condensed Posts conference connect connect the dot connection Connie Lim Conrad Roset constrain constrast contagion content Contest contracts control converter copy copyright Corinna Luyken count Courtney Brims crack Craft craftsmanship Craig & Karl creative creativity creature cricket Cristina Garcia Martin critic criticism critique Crop Crop Tool cross section crowd csv cubism curve curve modifier custom Custom Blog Design Custom Blog Design Tutorial Custom Blog Designers Custom Illustration custom properties Custom Signature custom xml cut cutting plane cycle cycles dae Damien Florébert Cuypers Dan Hillier dance Daniel Egnéus Daniel Segrove Danny Roberts Daren Newman Dasha Tolstikova data data path David Blossom david diaz David Shrigley David Stone Martin Dean Hardscrabble Debbie debbie ohi debbieohi deform deformer degrees deleting background in pixler demo demoscene desaturation of images design design by numbers design process Design Tips dictionaries dictionary Different Text Writing in Pixlr digital digital paint Digital Scrapbook Freebies Digital Scrapbooking disk distance distractions distribute diversion DIY DIY Contest Dolf Veenvliet Doll Doll Bones dolls domino domino effect doodle Doodles door doraemon Doris Jackson Dorothia Rohner dots dpi draw drawing drill driven driver drivers dual versions dummy duplicate duplicates duplication dupliframe dvd dynamic dynamic paint dynamic text E Simms Campbell Easy easy pixlr Easy Tutorials Ed Graham Ed Vebell editing editing photos editors education effect effects ego Eleanor Dalton electric Elia Fernández eliza wheeler Elizabeth Mayville elizawheeler Emily Forgot Emma Zanelli emoticon happy-face Emotional storytelling empathetic characters empty entoforms envy epicycloid EPS Illustration Epson scanner erasers Erin Armstrong Erin Petson erinoshea ernest shepard Esra Roise euler evaluate line Eveline Tarunadjaja evenly spacing vertex event everywhere door exhibition Expandable Posts experiments explode exploded view export expression extrude eye eye color in pixlr eye trick eyeball face rig facial expressions facial setup factory Faiyaz Jafri Families fashion illustration fashion week fcurve feature Featured Fee Harding Feedback fence Fernanda Guedes fibonacci Fifi Lapin file File Types Finalists Finding Nemo fire fix photos Flash Tutorials flicker flip flip flop floor flop flow flower Flowers fnmatch focal point follow up font Fontaine Anderson Fonts food footage For Sale force form formula fractal fracture frame Frames Francois Berthoud Frank Bellamy Frank Furlong Franklin McMahon freckles Fred Steffen FrederiqueBertrand Free for Commercial Use Free for Personal Use Free Stock Photography Free transform tool Freebies Frenchillustration Fritz Siebel frosted mylar fruit ninja Fumi Mini Nakamura Fun function futurism FW2017 fx Gabriel Moreno Gabriella Ibarra game game animation gameart gamma gangnam style Garance Doré Gary Fernandéz gel medium generate generative generator geometric geometry Gerald Lazare Géraldine Georges GIF Gildo Medina Girl Giuseppe Castellano Giveaway glorar goals golden ratio google google docs Google Tools Grant Young graph graphite graphite transfer grease pencil grid group group node growth Gucci Guest Guil Godier gustave dore hair handbook Harper's Bazaar harpercollins Harvey Schmidt Haute Couture head Headers heat map Helena Hauss hexagon hexagonal grid Hiroshi Mizuno Hiroshi Tanabe Holiday Holly Black homology honeycomb hook horror houdini how to how to blur a face or an object in pixlr How to change eye color how to delete an object how to desaturate an image how to edit a image in pixlr how to erase an object how to fix red eye problem how to fix red eyes in pixlt How to fix the parts in pixlr in photoshop How to make a banner in pixlr How to overlap the nevus how to remove a object How to remove an object in pixlr how to remove red eyes How to Remove the Background of an Image in Pixlr How to remove the parts that you don't want in pixlr and photoshop how to replace color How to write a Patterned Text in Pixlr how-to Hsiao-Ron Cheng hsv hue humor Hyshil I love illustration magazine idea ideas Igor+André illusion illustrating illustration illustration board Illustration Books Illustration Intensive Illustration Now! Fashion illustration process Illustrations Illustrative Berlin illustrator Illustrator Intensive Illustrator Tutorials iloveillustration magazine image ediditing lessons Image Ready image sequences image theft imaginative import import text import vertex color improving photos inbetween index visualizer Info Ingrid Bockting ink inktober input Inspiration inspirational quotes install instance instance switching intensive interaction Intermediate Tutorials internet interoperability interpolation intersect intersect edges intersecting intersection interview introduction invoke subprogram io ipad Irana Doucer Isabella Hemmersbach islam islamic iteration Izzie Klingels Jack Hearne Jack Tremblay James Dignan James Gurney japanese Jason Brooks Jean Kim Jeanne Detallante Jen and Chris Creed Photography jen betton Jen Rofé Jenny Mörtsell Jeremy Combot Jeslyn Kate Jesse Auersalo Jessica Jessica Lanan jessicalanan jewellery jewelry jiggle Jim Schaeffing Joe Bowler Joe Cleary Joe Isom Joe Krush Johanna Goodman john maeda John Vernon Lord joint Jordan Sondler JPEG JPG jpop juana martinez-neal juanamartinezneal Judge Judit Garcia Talavera Judith van den Hoek Judy Byron Schachner Jules Julien Julian Beever Julie Verhoeven Jump Break Tool JW Anderson K-Fai Steele Kaethe Butcher Kareem Iliya karel zeman Kate van Harreveld Kathrin Kuhn Kathryn Ault Noble Kathryn Noble Katie Kath kdtree Kei Meguro Kelly Beeman Kelly Light Kelly Smith kelly sonnack Kelly Thompson keyframe keyframing kidlit kidlitartists kimberlygee Kirkus Review Kisoo Chai Kodak Konstantin Kakanias Korean illustration Kotaro Chiba Kozue Himi Kremos Ksenia Finogeeva KT Smail kuler Kustaa Saksi Lanan Laptop larry gritz lasso tool latte lattice Laura Callaghan Laura Laine Lauren Rille layer layering Layla Holzer layout leaf learning learning blender LED Leendert meets Ingrid lego length Leonard Starr lessons levels LFW A/W 14 liangzhu liero lightbox lighting lightning Lina Bodén Lina Ekstrand Linda Dorn line line connect line drawing lines Links Linky Love Linn Olofsdotter Lionel Gilbert Lisa Anchin Lisa Billvik Lisa Krannichfeld lisaanchin lisbeth zwerger Liselotte Watkins list list comprehension List First Last listing locator lofting logo Logo Design Lola Dupré London Fashion Week loop looping loops looptools Lorraine Fox lossless lossy lost weekend lostweekend lotte reininger Louis Glanzman louis vuitton Luciana Rondolini luciograph LULU* lv Lynnie Zulu Mac macgyver macouno maeda Magda Antoniuk magic Magnus Voll Mathiassen mailing mailings maker Makiko Sugawa making banners Malika Favre MAMP mandala manga map map range maplelam mapping Marcel George Maren Esdar Margot Macé Margot van Huijkelom Maribeth Olson Marie El-Ahmar Marilyn Conover Marina Esmeraldo Marine Marbleindex mario Marlies Niemeijer Marsha Riti Martha Rago Martin Krusche Martine Johanna mask masking material materials math matrix matrix apply matryoshka Matt Baker matte medium Matthew Woodson maya maze mdd Meagan Morrison measure megaman Megan Hess Meizhen Xu Mel Crawford memory mentee mentees mentors mentorship program Mercer Mayer Meridth McKean Gimbel mesh mesh cutter meshlab Meta Tags metal gear rising Meyoko Mia Overgaard Micca mice Michael Sanderson Michela Picchi middle grade midi miku Milan milipede minidom Minima Mio Matsumoto mirror cut Misc Miss Blackbirdy miss maple's seeds Miss Take Mitchell Hooks mixamo mixing Mobile Apps mocap mod model modeling modifier modular modulation modulus mold molecule molly idle Molly Ruttan Molly Ruttan Illustration money monitors monkey mono-zero monster monster university morph morpher mosaic mosquito motion motion capture motion capture mouse motion trail moto360 mountain muji Muriel Wood Murray Tinkelman mushroom Music and Podcasts My dead pony Nadia Flower Naiad Einsel Naja Conrad-Hansen Natalie Brockett Natalie Foss nathan vegdahl nautilus Nav Bar navigation needle-felting negotiating Neil Boyle neon nescbwi14 nested New Blogger Questions New Blogger Template Tutorials new user pixlr new year new york New York Fashion week Newbery nicholas nicholas bishop Nicholas Hong Niki Pilkington Niso Ramponi nla No Software node node-based nodebox noise non linear animation Non-Web Font normal Noumeda Carbone npr number NURBS NYFW object object color change object info octopus offset Ola Volo Olaf Hayek old formats opaque projector open movie open shading language open source openshadinglanguage opensoundcontrol optical organization origami original art show Ornaments osc Oscar Schlienger osipa osl outline outliner output Pages paint paint weight painting painting on illustration board painting on wood painting with movie painting with numbers Pair pandas panorama Paper paper lantern parabola parametric parent parenting particle particle info node particles pat david Pat Zietlow Miller pattern Patterned Text Paul Faassen Paul X. Johnson Paula Sanz Caballero PC pdb pebbles pencil Pencil Sketch pencils Penguin perfume perlin Peter Helck Photo CD.8B photo editing software Photo Reference Photobucket photographing art Photographs photography photomerge photoshop Photoshop Brushes Photoshop CS3 Photoshop elements photoshop pixlr desaturaion Photoshop tips Photoshop Tutorials Picture Book Builders picture books Pierre Louis Mascia Piet Paris Pietari Posti pingpong pinnochio pipes pixar pixel pixel art pixel generator pixlr Pixlr advanced Pixlr blog pixlr desaturate keep a colorful part pixlr editting pixlr express Pixlr forum Pixlr free transform Pixlr Lesson Pixlr lessons Pixlr mobile Pixlr resizing images pixlr shortcuts Pixlr tools pixlr tutorial pixlr tutorial with pictures Pixlr Tutorials pixlr white black pixlr.com plant plot plotting ply PNG PNG Illustration podcast point point color pointilism polka dots polyCut polygon Pomme Chan pop-overs portfolio Portfolio award portfolio showcase portfolio-advice portrait position Post Dividers postcard poster Posting pot powdered graphite powerhousemuseum Prada presentation print printmaking Prize procedular procedural process processing programming projection Promotion property prototype PSD psy publishing pulse puppet puppetry pydriver pydrivers pyhandler pyhandlers pyramide python quad quick select set quick tips qumarion Rabbit Moon Rachel Ryle radians radius ramp random random motion randomization randomize range float raspi Ray Houlihan reading reading XML READY-TO-WEAR realflow Rebecca Clarke rebecca dautremer Rebecka Skog rebuild recursive recursivedrawing red eye remove reducing glare reference referencing release remesh modifier remix removal remove remove red eyes remove unwanted objects Removing backgroung render rendering renderman repeat repeater repeating replace replacement replacing color representation rerouter resample resampling research Resizing image resolutions retopology retro review revolve rgb rib Ricardo Fumanal Richard Scarry rig rigging rigify Rikke Jorgensen ring ripple roadkill Robert Heindel Robert J. Lee Robert McCloskey Robert Shore Roberta Zeta Robin Rosenthal robot robotic rocks Rodolfo Montalvo Roller Coaster rotation Rousseau rsl Rubin Pfeffer ruler tool Russ Mills russian rut S/S14 S/S15 S/S16 Sabine Pieper sadako Saftey Pins Sainte Maria Sale Sam Weber Sanda Suy Sandy Kossin santoso Sara Andreasson Sara Singh Sarah Jacoby saturation artist tools scan scanners scanning scatter scbwi SCBWI 2015 mentee SCBWI conference scbwi germany SCBWI mentorship scbwi-la scratch scratchboards screensaver screw screw modifier script scrub sculpting seamless Seamless Patterns Search Engines select by material select by name select by type SEO sequence series set keyframe set keyframes shader shading shadow Shannon Stirnweis shape grammars shape key shapekeys shapes shards shatter Sheilah Beckett shell ship shipping shipwright Shoes SHOWstudio shuffle Sid Barron Sidebar Titles Signature Silja Goetz silkworm Simon and Schuster Simon Varela simple simplicity simulation sine Site Engine Optimization Sjoukje Bierma sketch Sketches sketching skin skin modifier skinning slice slicing slides sloth slow parent smoke smoothstep SN snake Sneek Peek snippet Snow Snow White Snowflakes soccerball social media Social Media Buttons Social Networking society of illustrators Society6 soft body softbody Sonia Menti sound sound wave space spaceship sparta special spider spiderman spiderweb spin spiral Spiros Halaris Spiros Halaris x Urban Decay spline Spot Healing Tool spreadsheet SS16 stack stacking stair stamp Stan Galli star starfish stencyl step Steven G. Dobson still Stina Persson stone stones storytelling strand strand info strands street art string stripes structure studies studio style stylistic summary Summary Posts Summer sun supplies surface Susan Farrington suzanne Suzanne Kaufman sverchok swatch switch sydney system table table of contents take out background Tal Drori tangent tangled Taschen teaching teapot Template Templates tentacle Tess Jacobson Tex Avery text text editor Text Formats Text Styles in Pixlr texture texturing The Cartorialist The Grudge Keeper The Purple Book thinker1 Thomas B. Sawyer thread TIFF tile tilecam tiling time time code Tina Berning Tina Kugler tips tips for artists Toby Neilan Tom Baxter Tom Bjarnason tombow tomie depaola tool tools topology tower Tracy Turnbull Train transfer drawing transferring sketch transform transformation transit travel triangle wave Tricia Springstubb trigger tris tristan lock tube tubes Tutorials twitter type tool typeface typography unbake unity3d universal unquad utah uv valentine Valentino Valerie Servais vanilla variable variation variety vase vector vectorized Velwyn Yossy venus Veronica Ballart Lilja vertex vertex color vertex group vertex paint vertex weight VFX Victoria Boysen video Videos viewer Vintage virtual virtual studio visualization vivid vividfestival VOGUE volumetric voronoi Vote voxel voxelated voxelation walking teapot Walter Einsel wand tool water soluble graphite watercolor wav wave we need diverse books web webbing Week Themes weight welcome Wendy magazine Wendy Plovmand what casues red eyes What is Pixlr Wherever You Go Wide Awake Bear wiggle Will Davies Winner Winnie Fitch Winnie Truong Winter wire wired wireframe wolfram Woman wood woodwork wool wooly wordpress work workflow World writing writing XML www.pixlr.com XML YA yayoi kusama Yelena Bryksenkova yoda Yoko Furusho Yuliya zaha hadid zen zsphere

Tristan Lock, Blender 3D modeler giving a speedy workflow on BLOCKING, SCULPTING, RETOPOLOGY, UV and TEXTURING.
At Sydney's Blender Meetup (Character Mill) the other day, we were really fortunate to see Tristan Lock, one awesome 3D modeler (Blender artist) demo-ing some of his workflow in 3D sculpting and techniques of doing retopology inside Blender.

You can find out about Tristan Lock and his works by using Google Search.

Tristan was basically FLYING AWAY when modeling in Blender. He is that fast. That is my first time to see anyone models in such speed. Well, many speed up video on YouTube but this one is realtime.

I am not a 3D Sculptor per se, more of generalist/animator/rigger, and I am often still using the old school "box modeling" and NURBS modeling. However, watching him modeling is a truly an eye opener. Sculpting and Retopology is not that hard and you can work fast.

Below are some notes of modeling techniques I gathered from Tristan. The notes will grow as I study sculpting in Blender. Thanks to Tristan!

TRISTAN STARTED BY BLOCKING....

... a SIMPLE block object. He actually started with just the default Cube, really.

Then, jump into edit mode (TAB) and start few simple extrusions, reshaping the front side top using grab and proportional move in 2D Projection mode.

Before later, he applied Subdivision Modifier, which will subdivide and smooth the basic blocking shapes and start extruding and blocking some topology (eyes, mouth, ears, etc for head).

Once the required basic topology is there, he switched on Multiresolution Modifier and start Sculpting.

That is the basic steps, very common, yet practical.

✿ Multi Views
Some artists like to work with Quad View (Top, Front, Side, and Perspective views shown). This is actually can be good. At least have FRONT and PERSPECTIVE, always checking from every angle of your model. Switching between Perspective and Ortographic using the '5' on your Numpad keys.


✿ Turn On Wireframe on Surface and Show All Edges
Always a good to have for modeler is ability to see all the Wireframe on top of the surface while modeling.

✿ The Transform Hotkeys Combo
We know the hotkeys such as:
  • G (grab/move/translate)
  • R (rotate)
  • S (scale)
While using those G-R-S tools, some of their combos are also handy:
G -G => slide components along edge or surface.
G - G - X
G - X - X
R - R
R - X - 90
(please try it yourself)

Below, I am setting the AXIS to Normal, then while watching the arrow gizmo, I can tell Blender if I want to scale locally using S - X -X.

Switch between SOLID and WIRE using the Z Hotkey. Wireframe enables you to see the the edges and vertices while solid is of course enables you to see the overall.


S - X - X

✿ Turn ON "Release Confirm"
Depending on your preference, this could really speed up the modeling work. This option is off by default. Normally when modeling, you probably Grab move with RMB and LMB click to confirm. However, with this Release Confirm option ON, you will confirm once you release.

Watch this space, plenty of options inside Preferences that make Blender works better for you.


Have this option ON when you use Proportional Editing ON, you will see the differences!


✿ Using the 3D Cursor as Pivot
Pay attention to how Blender can adjust pivot during transformation. There are plenty of options. Sometimes, you might want to scale Individual Origins of faces. Extrude Individual can be handy.



Maybe in some other cases, you want to use 3D Cursor as the pivot. Pay attention to "Pivot Point" and "Transform Orientation" which you can customize as well.



✿ CTRL+TAB > 1, 2, 3
Quick switching between Vertex, Edge, and Faces is possible using CTRL+TAB hotkey in Edit Mode. Doing this will convert your selection on the fly.

Assign Subdivision with Optimal Display

✿ Multiresolution Modifier Sculpting
With "Optimal Display" option on.


✿ Bridging
Bridging between edge loop in Blender is actually quite robust. More robust than I thought at first. It just works and it gives you lots of options. You can have non equal numbers of edges, and it will bridge.

✿ Hotkey K
The best KNIFE tool for 3D modeling? Yes, I think so. Blender has the best Knife tool for spliting edges, cutting faces, and more. Be careful when using it, check the help status line, it is hot and sharp.



✿ Hotkey Z = Normal Shaded Mode <> Wireframe
The usefulness is quite obvious.

✿ CTRL + Click Click Click
The ability to extrude selected vertice(s) or face(s) using this CTRL + Click Click Click method is something I talked about and could easily be overlooked. However it really super handy to be able to do this.


Actually, no other 3D packages out there allows you to "connect the dot" and draw just by using POINTS, except Blender.



Ability to just draw a point, extrude point into edges, and so on is really come in handy. Suddenly, we are not limited to think in faces only.



✿ Proportional Edit Mode with Fall Off can be modified in on the fly
When we are in Proportional Editing mode, hotkey O, and we are performing transform (move, rotate, translate), we get this brush fall off that can be edited using Mouse Wheel Scroll. This is almost taken for granted, but in the long run, this is really super handy.

✿ Face can be extruded by selecting the Center of Face in Wireframe mode
If we are looking at Face that is dead side ways from Ortographic view, we can see a little dot representing Face Center, this is selectable when you are in Wireframe mode (Z), and we can access extrusion easily.


NOTE: As someone with Maya background, this is the old school feature that I saw in Maya, "Face Center" is still there, but actually OFF by default. I am actually happy seeing this in Blender! Need to be noted also is how Blender Face Center appears automatically when we are to select Face.


✿ Vertex Snapping Quirk
Sometimes you will find the Snap to Vertex does not do it the way you want it. The secret is to have the mouse already selecting the Vertex you want to snap, then mouse hover around the vertex you want to snap to, then press G. It should definitely work like this. Perhaps Blender Raycast works at the time right after you press G.



Blender has neat option to automatically merge together vertices that area are moved to the same position, that's probably useful at time.

Merging 2 vertices manually, you can select 2 vertices and ALT+M and check out your options.


You can also use LoopTools Add-On if you are doing Bridge.


✿ Use the "2D Project" option for Proportional
I believe Z-Brush has this feature. Being able to look at 3D object from specific angle of view, then we can reshape it just as if we are reshaping 2D shape.

We can easily turn Suzanne monkey head into a human head.


✿ Hiding and Unhiding (Hotkey H)
The hotkey H means hide selected. Alt+H to unhide hidden parts. Works in Object mode and Component mode.

✿ Ability to change Local OpenGL Lighting for Modeling purpose



Although if you prefer Matcap style of viewing your shaded model.

✿ Hidden Wire Option

Often also called "Backface Culling", this option to hide faces or edges that are facing backward or behind the geometry is handy for modeling.

ViewPort Shading and the Shading option inside the side Property panel (N) are related. Always watch if you have any override on this panel that might hide any other viewing mode. Sometimes not that obvious.

NOTE: However, be careful when having this option, always aware that it is actually ON. Turn it OFF again after you use it, because it might override other function like Painting using Stencil.


TURN ON SOME ADD-ON FOR MODELING

Tristan actually turned ALL of the Add-On related to Mesh!

But I guess for beginners, study each Add-On and see if it suits your modeling workflow. Every Modeling Add-On will show up on Toolshelf side tab when you are working on 3D geometry.

Just check them all!
Remember that every Add-On that comes with Blender as part of the TRUNK is Blender approved and will work nicely across Blender. It comes with own documentation. For example: This RELAX Add-On is one example of a really usefull Add-On that you might use often.


TRISTAN RETOPOLOGY TECHNIQUES

✿ Turning on Snap on Surface

✿ Using ShrinkWrap Deformer projection (!) for retopology.
1. You have the high dense mesh.
2. Project the low mesh blocking to the high mesh. The low mesh = can be Skin Modifier.
3. Continue refining the low mesh while watching how it projects.

✿ Using Circle then extrude CTRL + Click Click Click along surface



UV TECHNIQUES


✿ CTRL + P = pack UV
Auto arrange UV inside UV/Texture Editor. And then we can aligning the UV manually (if UV is not straight. It's good habit to make UV aligned verticall and horizontally.

✿ P to Pin UV
Do pinning adjustment with Live Unwrap and Stretch Map is enabled.


You can also use Proportional Editing tool.


SMALL LITTLE THINGS...

When you think of it, sometimes, the small little GOODNESS that make Blender GREAT. Even for one feature like 3D modeling, Blender is giving  nice little surprises here and there, a full set of tools that are practical for all kind of modeling purposes in 3D production.

Now, I could continue with spicy rants about other 3D commercial packages, like how software package X or Y does not match Blender in term of modeling tools... I should not.

I guess what matters in the end is how the artist can suit their workflow.

"I love Blender and ZBrush for different reasons" -- Tristan.

The tool you are using needs to make you work faster, more flexible, better. It should NOT crash (Autodesk Maya, I am pointing at you). Just do the UV right (do we really need Maya 2015 to get stretch map? or Maya 2016 to get UV pelting right?). It took Maya 3-4 years to update their UV and I really could not believe it.

NOTE: Often said, Maya is a very advanced 3D package. True, it can do advanced things, providing there are TDs (Technical Director) supports, working on powerful beast machine. Advance particles, AI motions, Fluid systems and node based procedural stuff, and so on.  However, that often leaving behind some areas that supposed to be basic and practical. Maya needs to rely on other 3D package: ZBrush, Mudbox, Motion Builder, Nuke, etc.

Here is an example: Maya's long overdue UV Texturing Tools.... Maya users need to update to 2015 to get this. Pay more $$$$? You bet.
https://www.youtube.com/watch?v=1ZJx3xr0xOM

Some artists really do not know that there are better tools and have to live practically with outdated tools. Artists are creative, they can always manage, given limited tool, but only if they know there is a better tool to do things. I used to be one of those artists, luckily, I got into Blender just on the right time, when they switched to new UI, Blender 2.5x.

PEN/PENCIL AND PAPER
Back before I got into 3D Animation and Computer Graphics,  I draw a lot using JUST: pencil, pen on paper. PENCIL/PEN and PAPER are the only tool I needed. I don't care too much about particular brand. I just pickup ANY pencil or pen available and start working and making a flip book animation.

I didn't do much painting, so that's probably one skill I am a bit lacking but developing it over time. Painting can be more expensive than drawing with pen or pencil. Digitally, however, we have unlimited amount of "INK and PAINT".

Traditional sculpting is also something I would also love to do and practice in real life if I have time, before really doing it in computer. However, traditional sculpting is also expensive and I could not afford it. I have to use what I got now: 3D sculpting.

One thing to note:
I don't like working with broken or pencil, no matter how expensive, or how awesome the pen might be.

These days, many more people are dreaming to create CG Animation of their own. Apart from the TRADITIONAL ART skills, they also need to also LEARN THE TOOL for making their dream animation to share with other people. I am talking in term of Computer Graphics and being able to create and share your works.

There are many ways you could pursue and present your dream. I think the TOOL actually matters as well. There will be cost and all sort of stuff that might be stopping you, even after you have access to computer and Internet.

Of course at the end of the day "tool is just a tool", a MEAN to an END. However, again, the tool needs to be practical. It should just work, it should always be widely available, can be installed and run on any computer, does not crash for no apparent reasons, continue being refined, and MADE FOR THE ARTISTS. Many commercial tools claim all these, but their promises are not always true! We do not like a sorry world of 3D.

Not until you SEE how 3D artists are using OPEN SOURCE TOOL like Blender to the max, one can truly understand the meaning of FREEDOM in creating your work.

In the end, it is HOW you use the tool, but CHOOSE the RIGHT TOOL.

For me, Blender is not only FREE. Blender and its community understand in FREEDOM and OPEN CREATIVE mentality. Blender is ELEGANT that way, as French people might say.

I am 100% supporting open source tools like Blender 3D, Processing (MIT), MyPaint, Arduino, Design By Numbers, Scratch, and many others. I donate as much as I can for Open Source because all those tools do help me and many others to learn and to create.

With OPEN MENTALITY, our knowledge and skills are out there helping us together to improve and to share, to make beautiful works and to tell story.



I cannot seem to get enough of Sverchok, so I decided to continue and spend few more hours before this Sunday is over.

I am still very green with this Add-On and super curious about what this Add-On can do, cannot do and potentially do if Sverchok continues being developed. There are a lot more unknowns that I need to study than what I know. Anyway, I try to slowly build up from what I know.

Apart from needing to understand the Sverchok nodes, we really need to understand how DATA (Vector, Vertex, Matrix) can work with one another to output a complete geometry/mesh that we are familiar with.

EXAMPLE 1: CREATING COMPONENT DATA

In this post, I will not get too details with Sverchok, but will attempt to walk through a simple creation that hopefully helps both you and me to see how COMPONENTS DATA create a normal 3D mesh.

Let say we create a simple row of square grid 1 x 7 (2 x 8 number of vertices) using Sverchok.

Plane.vertices => ViewerData.vertices



Above, I am only passing the Vertices data from Plane generator and we are getting Points. These guys cannot be baked, unfortunately it spits out error message.

Using Viewer Text node, we can see the actual DATA it outputs.

vertices: 
(1) object(s)
=0=   (16)
(0.0, 0.0, 0.0)
(1.0, 0.0, 0.0)
(0.0, 1.0, 0.0)
(1.0, 1.0, 0.0)
(0.0, 2.0, 0.0)
(1.0, 2.0, 0.0)
(0.0, 3.0, 0.0)
(1.0, 3.0, 0.0)
(0.0, 4.0, 0.0)
(1.0, 4.0, 0.0)
(0.0, 5.0, 0.0)
(1.0, 5.0, 0.0)
(0.0, 6.0, 0.0)
(1.0, 6.0, 0.0)
(0.0, 7.0, 0.0)
(1.0, 7.0, 0.0)
unknown data: 
None 

matrixes: 
None 


Getting used to utilize both Viewer Draw and Viewer Text nodes, these two nodes are very useful to track the data.

I now plug either Edges or Polygons data to Viewer Draw. This will create a complete Mesh data. We can have either Grid mesh that is made of Vertices data and Edges data OR Grid mesh that actually has Faces.

Knowing and understand how to inspect Data from Object is important.

GRID OF EDGES DATA
vertices: 
(1) object(s)
=0=   (16)
(0.0, 0.0, 0.0)
(1.0, 0.0, 0.0)
(0.0, 1.0, 0.0)
(1.0, 1.0, 0.0)
(0.0, 2.0, 0.0)
(1.0, 2.0, 0.0)
(0.0, 3.0, 0.0)
(1.0, 3.0, 0.0)
(0.0, 4.0, 0.0)
(1.0, 4.0, 0.0)
(0.0, 5.0, 0.0)
(1.0, 5.0, 0.0)
(0.0, 6.0, 0.0)
(1.0, 6.0, 0.0)
(0.0, 7.0, 0.0)
(1.0, 7.0, 0.0)
data:(1) object(s)
=0=   (22)
(0, 1)
(2, 3)
(4, 5)
(6, 7)
(8, 9)
(10, 11)
(12, 13)
(14, 15)
(0, 2)
(2, 4)
(4, 6)
(6, 8)
(8, 10)
(10, 12)
(12, 14)
(1, 3)
(3, 5)
(5, 7)
(7, 9)
(9, 11)
(11, 13)
(13, 15)
matrixes: 
None 



GRID OF POLYGONS (has FACES) DATA
vertices: 
(1) object(s)
=0=   (16)
(0.0, 0.0, 0.0)
(1.0, 0.0, 0.0)
(0.0, 1.0, 0.0)
(1.0, 1.0, 0.0)
(0.0, 2.0, 0.0)
(1.0, 2.0, 0.0)
(0.0, 3.0, 0.0)
(1.0, 3.0, 0.0)
(0.0, 4.0, 0.0)
(1.0, 4.0, 0.0)
(0.0, 5.0, 0.0)
(1.0, 5.0, 0.0)
(0.0, 6.0, 0.0)
(1.0, 6.0, 0.0)
(0.0, 7.0, 0.0)
(1.0, 7.0, 0.0)
data:(1) object(s)
=0=   (7)
(0, 1, 3, 2)
(2, 3, 5, 4)
(4, 5, 7, 6)
(6, 7, 9, 8)
(8, 9, 11, 10)
(10, 11, 13, 12)
(12, 13, 15, 14)
matrixes: 
None 


YELLOW = First Index Number Polygon / Face (index zero)
BLUR = Last Index Number Polygon / Face
Gradation of color from yellow to blue is showing the direction of index from first to last.

Noticed we ALWAYS need Vertices DATA in order to have a complete mesh.

We have not really supply the Matrix Transformation DATA for this mesh yet. But that is alright, it will default at the center of world if you actually BAKE out the mesh.

LADDERS

Ok, let say, I want to create something like a LADDER procedurally and I want to separate the LADDER STEPS, how would we go about doing that?

I will first bake out our GRID EDGES and will pay attention to the Vertices Indices (index numbers):
TIPS: bpy.app.debug = True


Depending on how you create the grid, you might end up with numbering that like above, where the indices number of vertices is like below:
TOP LINE = 0,2,4,6,8,10,12,14
BOTTOM LINE = 1,3,5,7,9,11,13,15

You might also get something like this:
TOP LINE = 0,1,2,3,4,5,6,7,8
BOTTOM LINE = 9,10,11,12,13,14,15,16

Which one is preferable? I think either one is something you need to know how to deal with.

Anyway, our task here is simply to tell Blender Sverchok to connect and create EDGES that pairs up the the indices number. Very simple right?

We need to create DATA that is actually a LIST of PAIR. Below is how you would do that using Sverchok.

TOP LINE NUMBERS

BOTTOM LINE NUMBERS

You can check if you are creating the right data by checking the data output using Viewer Text.

LIST OF TOP LINE NUMBERS
vertices: 
None 

polygons: 
(1) object(s)
=0=   (8)
1
3
5
7
9
11
13
15
matrixes: 
None 

LIST OF BOTTOM LINE NUMBERS
vertices: 
None 

polygons: 
(1) object(s)
=0=   (8)
1
3
5
7
9
11
13
15
matrixes: 
None 

MIXING DATA (SVERCHOK LIST NODES)

Now that we have 2 LIST, how do we make PAIR OF DATA? Luckily Sverchok provides us with node that does that on the fly.

It is probably a good idea to understand what each LIST X NODES does. I leave that to you. Each of that nodes really need some documentation. Eventually I promise to cover each and every one of those! :)

Those LIST has their own similarity to Python Methods to work with LIST (sort, zip, length, reverse, etc):
http://docs.python.org/2/tutorial/datastructures.html

For our task, we just need to use LIST ZIP, it will pair up our data and create one list of pair.

TIPS: Remember to click on Sverchok big UPDATE button time to time to refresh the data and so that we can see the actual result.


Next, we simply need to pass on those PAIR of NUMBERS as our EDGES data for our final mesh.




Hopefully you understand this part. That is kind of DATA required in order to create mesh that is "complete" and can be baked. Blender + Sverchok will be smart enough to ignore weird data and output a geometry. Unless we did not supply enough data.

EXAMPLE 2: COMBINING DATA / LIST JOIN

Continue on.

Let say I want to have Mesh that is made up of 2 Circles, but I just want the EDGE RINGS.

I will start with 2 Sverchok Circle nodes, let's call them Circle A and Circle B. I know that I only need to care about the Vertices for now. Noticed that for each Sverchok Circle, when we specify the TOTAL NUMBER of Vertices, it will always have 1 more extra vertice in the center of circle.

Then I use LIST JOIN node to combine the Vertices data of Circle A and Circle B. Combined together, there should be total of 2 * (8+1) = 18 vertices.

When combining data like this, you need to watch the DATA OUTPUT in Text Editor, sometimes the data is more like collection of 2 objects, instead of 1 big list.


Next, we just need to connect the dots just like the previous LADDER example.

It should be simple, we will connect vertices as edge using the pair list.



You could further tidy up this network so that you can modify the Circle and the Connected Dots will always give a correct result. Also if you know how to do Node Grouping and Framing, I think you can start doing that. I will do that too soon.
http://www.youtube.com/watch?v=IuGJ_PDwOPI
http://www.youtube.com/watch?v=57YjX3nfb8Q

Blender Wiki:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Composite_Nodes/Node_Groups

UPDATE 20140106: Simple Duplication


Here it seems complicated, but actually similar to previous example of Duplications using Face Center and Face Matrix. Here, we are converting Vector to Matrix and use that as template for our own parametric creation. We can get something like Christmas tree maybe. Or centipede, something that repeats.


Above, I am using LINE as the template for our 2D ASTERISK.

This is really similar to Duplication or Instancing of Objects on Particles... however here, I am using the default Transformation Matrix for each duplication. With further tinkering with Sverchok, we could probably do something with Scale or Rotation axis of each duplicated objects. Example below:


MORE: 3D Asterisk

Using the same concept and idea, we can have something like below using 2 x Spheres. Or Sphere and Line, whichever you prefer.




NOTE: Each lines created are separate from each other and we need to merge and "Remove Double". It is probably possible to do this clean up using Sverchok, but I don't know how yet.

PROCEDURAL SPIDER WEB

I think, using the same idea, we can create Spider webbing!


After tinkering with Sverchok, I realized that thing like Spider web is really just a flattened Cone.



So that is probably if I were to do it manually by hand. But that is is still too "perfect" and not very natural like real spider web.

So, we probably need to add "imperfection", here I use Build Modifier.


Now, how would we create something like that in Sverchok? Then the web even better and more robust?

It certainly needs details, such as below: (albeit cartoony)



Do more research ... (on Sverchok and tangled web)

Since it is the silly spider Summer season in Australia, it is worth looking closely at the web of our friendly neighbours the spiders:





Closer inspection reveal that the spider web is more VORONOI like, although it has MULTI-LAYERS and some RANDOM VARIATIONS, including ROUNDING. In some parts, it is as if the Voronoi has a child of another Voronoi.

Probably the cartoony spider web that we always draw in our mind is more for bigger spider or like a really large type of webbing. There must be many different type of spider web.

Voronoi is perfect to recreate using Sverchok, I guess, and it is alright to think in 2D first.





Well, I guess something like this needs some times to solve, I guess I will come back to it.

I think Spider web also has this kind of feature like random LADDER:
http://askakorean.blogspot.com.au/2010/12/how-do-you-climb-ladder.html



TRIVIA: My favourite superhero is Spiderman.

I am also still confused and unsure on how to do below stuff in Sverchok:
  • SWEEP
  • DUPLICATE MESH (like Array Modifier)
  • VORONOI
  • Many more...
I will have to do more research and write some more. All these are still basics, but important I guess.  Then I have to start Grouping Network and organizing large node-tree.

@Nikita, if you read this, I have some Sverchok questions to ask. Thanks. I will try Blender Artist Forum first.

LINKS

http://yorik.uncreated.net/guestblog2013.html
http://jag-himamshu.blogspot.com.au/p/procedural-fun.html


MKRdezign

Contact Form

Name

Email *

Message *

Powered by Blogger.
Javascript DisablePlease Enable Javascript To See All Widget