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Showing posts with label 3D Modeling. Show all posts
Showing posts with label 3D Modeling. Show all posts

Wednesday, March 30, 2011

New Tools: Theme Manager, and LoopTools

The power of python programming in Blender and the development skills of Bart Crouch combine to bring us two much-needed tools for Blender. Actually, it's far more than two, if you include the many tools in the LoopTools addon.

Theme Manager

Sharing custom themes for Blender 2.5 used to be difficult, as you had to share entire .blend files, replace your default .blend and then manually reorganize your start-up screen with the new colours. That's why I'm introducing: Theme manager


More info on the Theme Manager...

LoopTools
The LoopTools add-on is a script containing a collection of tools to aid mesh modelling in Blender.


More info on LoopTools...


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Monday, July 19, 2010

News: 2.5 DVD Content update

Just a quick update on the pending BlenderNewbies Blender 2.5 Training DVD.

Tutorials currently in production:

  • Rubber Ducky (not textured, yet)

  • Grass Styles
  • Cartoon Modeling from Photos
  • Starting and Managing Personal Projects
  • Plenty of progressive exercises to really solidify your understanding of uv texture mapping (color, bump, specularity, reflection, ambient occlusion, dirt, etc.)
  • Crash recovery  :)
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Saturday, July 03, 2010

News: BlenderNewbies Blender 2.5 Training DVD Update

Development for the dvd has picked up since some previous bugs have been squashed in Blender. Texture painting and some aspects of dealing with materials are still a bit buggy, though. I experienced lots of crashes when using texture painting to clean up uv seams. The devs are aware of these issue, though, so I'm sure things will be ironed out sooner than later.

Here are a few draft examples of tutorials that will be on the dvd.

There will be several simple modeling tutorials that will involve simple uv-mapping. These will be designed to get you comfortable with the overall process.


This is an example of a project where the texturing is more complex. Yes, I will add some ketchup in the final tutorial! :)


This butterfly flight example is more involved than it might seem, even though the model is not meant to be realistic. There's 2d painting needed to prepare the wing graphics, a touch of uv-mapping, some magic applied in the graph editor, and some final touches added via the compositing nodes.


Also, close to 8 hours of reference videos have been recorded! And, I'll be including some tutorials on modeling in a cartoon style based on photo references.


Kernon

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Sunday, June 20, 2010

Shape Modeling Exercise #5 - Wrapping an Object with a Lattice-style Mesh

In this exercise, we'll be creating a lattice, or net-like, mesh that we will then wrap around our targeted object.


Watch the video tutorial...

Here's the blend file that matches the starting point of the tutorial (the reference image is packed within the blend file).


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Wednesday, June 02, 2010

Timelapse: Modeling of a Perfume Bottle

This is a pretty old (at least 2 years old) timelapse that I stumbled upon while cleaning up some files. I thought I would share it instead of just junking it. Maybe it will enlighten someone.

There's no audio, so you can provide your own music if desired.

I just modeled the main form of the bottle.


Watch the video tutorial...

Here's the reference image:



Saturday, May 29, 2010

Shape Modeling Exercise Series - #4 (Twisted Doorknob)

In this shape modeling exercise we take a look at modeling a Twisted Doorknob.



The point of these videos is not to model a complete object but to rather focus on different shapes and issues that you may encounter while modeling. So, essentially, these are exercises.

Hopefully, these videos will help you better understand how to approach modeling certain shapes, and what tools are available in Blender to make things easier.




Download the blend file, reference image, and texture.

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Monday, May 17, 2010

News: BlenderArt Magazine Issue 27 - Shadow Showdown

In this issue, we explore lighting and creation of shadows with a nice variety of tutorials and articles on various lighting tools and techniques.

Also be sure to check out our gallery of wonderful images submitted by very talented members of our community.

FEATURED CONTENTS
  • Articles/Tutorials on Fun with Shadows
  • I finally get it! Ambient Occlusion
  • Mesh Lights
  • Studio Pack Shot
  • Robbie the Robot
  • Using textured light to spice up a scene
  • Lighting the Vault
  • Lighting Troubleshooting Tips
  • & more…

Grab your copy today!

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Sunday, May 16, 2010

Shape Modeling Exercise Series - #3 (Fenestron Tail Rotor Blade)

In this shape modeling exercise we take a look at modeling a Fenestron Tail Rotor Blade.


The point of these videos is not to model a complete object but to rather focus on different shapes and issues that you may encounter while modeling. So, essentially, these are exercises.

Hopefully, these videos will help you better understand how to approach modeling certain shapes, and what tools are available in Blender to make things easier.




Download the blend file and reference image.

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Wednesday, May 05, 2010

Shape Modeling Exercise Series - #2

In this shape modeling exercise we take a look at modeling a fancy doorknob handle.


(Please excuse some issues caused by my sinus allergies. :p )

The point of these videos is not to model a complete object but to rather focus on different shapes and issues that you may encounter while modeling. So, essentially, these are exercises.

Hopefully, these videos will help you better understand how to approach modeling certain shapes, and what tools are available in Blender to make things easier.




Download the blend file, reference image, and texture file.


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Thursday, April 29, 2010

Shape Modeling Exercise Series - #1

This is the first video in a series of videos on modeling shapes in Blender.

The point of these videos is not to model a complete object but to rather focus on different shapes and issues that you may encounter while modeling. So, essentially, these are exercises.

Hopefully, these videos will help you better understand how to approach modeling certain shapes, and what tools are available in Blender to make things easier.

(The techniques demonstrated aren't intended to be the exact solution for every scenario.)



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Friday, February 12, 2010

Announcing the BlenderNewbies Blender 2.5 Training DVD Pre-Order

I'm very happy to announce that I've begun production on my next Blender Training DVD!

This DVD will cover Blender 2.5 exclusively and will contain many hours of new and unpublished tutorials. There won't be any 2.5 versions of any of my existing tutorials so this will be fresh new content!

The training will be mostly small project-based tutorials so that what you learn is in the context of a real project scenario. This helps you understand not only How to do something, but also helps you have a better understanding of Why and When. Also, the project-based tutorials will allow you to repeatedly experience the full workflow so you develop a better understanding of how things work together.

In addition to the project-based tutorials, there will be several quick tips and technical demonstrations.

All of the tutorials will be broken up into sections lasting no more than 30 minutes so you can always have time to sit down and complete a lesson (no long tests of endurance and patience).

The level of the training will be for Beginner- to Intermediate-level users. Keystrokes will be shown as needed. If you're just getting started with Blender or 3d graphics, this DVD will be of tremendous value to you. However, no one really likes their results to look like beginner stuff, right? So, the lessons will be taught so that the results you get will be something you'll be confident in sharing with others. Bad lighting and crazy texturing will not be taught. :)

As a Blender Foundation Certified Trainer, I'm very serious about the tutorials I create, so the attention to detail and quality will be high (content, product materials, packaging, and delivery). The focus will be on teaching, instead of merely demonstrating. Also, there will be skill-building elements included such as exercise files, puzzles (crosswords, word finds, etc.), and short tests.

So, what will the DVD cover?























and more!

(In no specific order at this point)

  • Interface tour QuickStart videos for the user interface
  • Easiest approach to learning how to model a human head with good topology
  • Rendering tips
  • Lighting tips
  • Several short modeling exercises (with texturing)
  • Animation basics
  • Animating a bouncing ball
  • Modeling and animating a spacecraft
  • Sculpting basics
  • Basic Video Editing
  • Using text in Blender
  • Smoke basics
  • Cloth basics
  • Particles basics
  • Hair basics
  • Composite Nodes basics
also
  • Plenty of links to helpful resources within the Blender Community
  • HTML interface for the disc contents

This list will likely change to some degree based on Blender's development. However, I will be sure to post information throughout the DVD's development to provide sneak previews, updates, and specific tutorial titles. A lot of smaller details (modifiers, interface elements and tools, etc.) will be covered within the context of the projects and in Reference videos.

What will the DVD not cover?
  • In-depth rigging
  • Game engine
  • Python programming
  • In-depth character animation
  • every aspect of Blender

The DVD will cost a modest $35 USD plus shipping. It will consist of two FOUR DVD-ROM discs.

NOTE: Due to the increase in the number of discs provided (from 2 discs to 4 discs), the cost will increase to $50 USD plus shipping after May 13, 2011.



Update: Official Release Date Changed...
Update: Partial Mindmap of DVD Structure...

Update: Some content examples...
Update: Bouncing Ball tutorial example...
Update: More Bouncing Ball lessons...
Update: LOTS of Trees in Wide Open Spaces
Update: more updates...
Update: New Tutorial for 2.5 DVD ("yardwork")
Update: 2.5 DVD Update
Update: DVD update: Bearsly Junior Learns a Lesson


Update: News: BlenderNewbies DVD Update (texturing sample)
Update: For Pre-Order Customers Only, providing temporary download links for groups of the video tutorials from the DVDs.
Update: Final Update

Order below:

Shipping cost:
  • $3.00 U.S. deliveries
  • $4.00 Canada
  • $9.04 International




I'm really excited to finally get started on this project and I look forward to creating a top-quality resource for getting you up to speed with Blender 2.5!

Thank you for support! Please feel free to ask any questions or comment.

Kernon



Thursday, January 14, 2010

Measuring Objects and Distances in Blender

Measuring Objects and Distances in Blender

In this tutorial, we’ll look at how to measure objects and distances in Blender. We’ll look at features built into Blender and the Caliper script (created by Dolf Veenvliet, aka macouno).

The Caliper script can be downloaded at:
http://www.alienhelpdesk.com/python_scripts/caliper

Version Compatibility: 2.4x
Tutorial Level: Beginner

You can check out the tutorial at BlenderCookie.com


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Thursday, December 24, 2009

Timelapse Video: Christmas Ribbon Bow



Merry Christmas and Happy Holidays!

I wanted to try and get something done for Christmas, and barely made it! So, here's a video demonstrating how to create a ribbon bow. This is really an unedited video with no narrative (ran out of time), and it's been sped up to help make up for the lack of editing. Hopefully, you'll be able to learn something from it.

If enough people are interested, I'll reproduce it with a narrative and a lesser timelapse factor.

This is only available online (didn't have time to create the download version, sorry).

Anyway, it's been a great year thanks to all of the support and feedback! Look for 2010 to be significantly more active.


Watch the tutorial online
The video will buffer for the first 10% before being displayed, then press play to start.


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Monday, October 19, 2009

Video Tutorial: Finishing the Low-Poly 3D Cartoon Hand



This is part 3 in the BlenderNewbies Hand Modeling Tutorial series. In this part, we'll pick up from where we left off in the blocking phase and move towards creating a low-poly cartoon hand.





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Friday, October 09, 2009

Video Tutorial: Basic Blocking for a 3D Cartoon Hand



In this tutorial, we'll be taking a look at the basic blocking for modeling a 3d cartoon hand.

This is part 2 in the BlenderNewbies Hand Modeling Tutorial series.





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Monday, October 05, 2009

Video Tutorial: Basic Hand Structure for 3D Modeling



In this tutorial, we'll be taking a look at basic hand structure for 3d modeling. This is part of a Hand Modeling Tutorial Series, but we won't get into any modeling at this point.

We, first, want to take a look at what we need to consider when modeling a hand. These structural issues are relevant whether you're modeling a cartoon hand, a more realistic hand, or any type of stylized hand.





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Friday, September 25, 2009

Video Tutorial: Modeling a Smooth T-Joint Connection in Blender



In this Blender tutorial, we'll be taking a look at how to model a smooth t-joint connection. This technique is something you might want to consider when simply intersecting two cylinders doesn't quite give you the appearance you need.




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Thursday, February 19, 2009

Creating Mesh-based Arches from Curves

This video tutorial will show you how to leverage the power of curves to create smooth polygon-based arches. We'll also take a look at how to control the polycount of the resulting mesh. After covering the basics, there are two short timelapse videos demonstrating a couple of variations on the techniques.

The resulting geometry can be used to help create archways, doorways, architectural support structures, etc.



Watch the tutorial online
(FLV streaming, Length - 11:31)
Or, Download the 62MB ZIP file to view it offline (load the HTML file in your browser).


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Monday, December 01, 2008

QuickTip: An Easy Way to Remember the Colors for the 3D Axis Lines in Blender

Admittedly, this is trivial, but it's the type of tip that can make life a little bit easier for the beginner trying to get up to speed in the world of 3D graphics.

The issue is how to determine your orientation within the 3d view while you're working on your scene. There's a 3d mini-axis icon located in the lower left corner of the 3d view, and the background grid has colored axis lines to help you understand the current orientation of the 3d view.

However, what if you keep forgetting the color associated with each axis? (It would be good if you didn't have to keep referring to the mini-axis icon.)

A simple solution:

The colors used are Red, Green, and Blue. Now, being involved in graphics, you quickly recognize that as the same order of the common abbreviation RGB.

The order of the axis letters are alphabetical, XYZ.

So, simply take those two easily remembered patterns and connect them.

(R)ed is the color for the X-axis.
(G)reen is the color for the Y-axis.
(B)lue is the color for the Z-axis.

That's it, no more disorientation! Hopefully, it will be of some use.


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Friday, November 14, 2008

3D Mesh Topology Tip: Quads vs. Triangles

So, what's the big deal about whether you use quads or triangles in your 3D mesh? It's really a very simple issue but, it does cause some confusion for beginning modelers. Let's take a look at some of the issues.

First, let's make sure we understand the terms.

A triangle, of course, is a polygon that consists of three sides. In 3D modeling, you also have to consider that those three sides (called Edges) are connected by three vertices.

A quad is a polygon, but with four sides and vertices.

In 3D modeling, the issue with using quads or triangles revolves around subdividing, edgeloops, and smoothing. Generally, this would include organic-type modeling (faces, bodies, animals, etc.), things that have potential for movement (bending and flexing) or are designed with an organic aspect to their style (sport cars, overpriced uncomfortable furniture, etc.). These are generally modeled with mostly quads.

Subdividing

This one's easy. You can see the issue in basic math.

Quads: Four divided by Two equals Two. Very nice. Balanced.

Triangles: Three divided by Two equals One-and-a-half. Yuck. Unbalanced. How do you resolve the half-part that's left over?

This becomes an issue with 3D modeling because the purpose of subdividing a mesh is to allow for more detail to be added to the model. This is much easier to do when you have quads because the results are predictable. With triangles, subdividing can become tricky because the balance of the flow of vertices gets interrupted. A particular flow of vertices in a mesh is called an edgeloop.

Edgeloops

Edgeloops in a mesh allow you to control how things bend and fold when the mesh is animated. They also provide the foundation for adding mesh details like wrinkles, skin folds, muscles, edge sharpness, etc.

Normally, you can expect to be able to follow an edgeloop until you return to where it began. However, when a triangle is encountered, the edgeloop must terminate because there is no corresponding vertex to allow it to continue.

This isn't always a bad thing. Triangles can play an important part in modeling, but their use should be sparse and, if possible, hidden in an area where they won't cause problems when animating the mesh or smoothing the surface.

Smoothing

Triangles will often create visible anomalies on the mesh surface when smoothing (using Set Smooth) and when using a Subsurf modifier. It all comes down to the fact that a triangle has an odd number of vertices. When placed in the midst of quads (even number of vertices), the triangles cause a "blemish" on the surface and when animating the mesh, they often cause pinching effects. This is why it's best to try and eliminate or hide any triangles in your organic modeling.

Exceptions

Of course, there are exceptions to the general preference of quads over triangles such as low-poly game models, "hard" surface models, architecture, etc. These types of 3D models generally won't need to be animated across the surface of their mesh like a character's face so, a lot of the potential problems that triangles can cause are not encountered.

Conclusion

Keep it simple. Four verts good, three verts bad...usually.

You usually won't be able to entirely avoid triangles, but it's good practice to simply stick to quads as best you can. However, balance that out with learning to recognize when using a triangle is the best solution. They're not all bad.

Study as many wireframes as you can. You'll start to see patterns of mesh topology after awhile. As you get better at modeling, return to some of your past efforts and you'll begin to immediately see issues that need fixing. It makes a great exercise. Also, download .blend files and study the meshes and practice "fixing" them.

Study everything at this following website, starting with this thread on Poles.
(Yes, it will take awhile before it really sinks in. Stick with it.)

Remember to keep it fun.

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