Blenderart mag 33-eng
Upcoming SlideShare
Loading in...5
×
 

Like this? Share it with your network

Share

Blenderart mag 33-eng

on

  • 2,575 views

Diseno 3d con Blender.

Diseno 3d con Blender.
Revista 33 de BlenderArtMagazine

Statistics

Views

Total Views
2,575
Views on SlideShare
2,573
Embed Views
2

Actions

Likes
0
Downloads
87
Comments
0

1 Embed 2

http://www.docseek.net 2

Accessibility

Upload Details

Uploaded via as Adobe PDF

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

Blenderart mag 33-eng Presentation Transcript

  • 1. Blender learning made easy... Everything but the Kitchen Sinkwww.blenderart.org Antea -by Martin Eschoyez
  • 2. EDITOR - Gaurav NawaniMANAGER/EDITOR - Sandra GilbertWEBSITE - Nam PhamDESIGN - Gaurav NawaniPROOFERSBrian C. TreacyBruce WestfallDaniel HandDaniel MateHenriël VeldtmannJoshua LeungJoshua ScottonKevin BraunMark WarrenNoah SummersPatrick ODonnellPhillipRonan PosnicScott HillWade BickValérie HambertWRITERSThomas BaronPedro BastosTeemu VilénAlexander Weide * Characters, individual body parts (i.e. feet, hands, etc).Stephan RodriguezDarcy Brooker * Animals and reptiles.Brian DeVincentisEnrique Sahagun * Vehicles and other mechanical rigging, any other use for rigging.Nathan MoyerSandra Gilbert * Add-ons and the python behind them.Gaurav Nawani * How to extend blender through python.COVER ARTAntea -by Martin Eschoyez * New builds/patches/branches. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 3. 3 "When I announced the theme for this issue "Everything but the kitchen sink", I was jokingly threatened with massive numbers of sink projects." Sandra Gilbert Manager/Editorwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 4. 4 I keeping a blog of the modeling work he their blessings for their open source has finished so far. I wandered over to (non-commercial) tribute. Even more love hearing about new blender take a look, and let me tell you, it looks fun, the original modeler is keeping an projects. Everyone has their own pet amazing. The details and texture work is eye on Andrews blog. No pressure ideas on what would be cool to do or beautiful. In addition to still images, he there :P accomplish using blender. Some also has a growing number of test projects are by nature short and sweet videos to show off his progress. The Journeyman Project Tribute looks to and produce cool results or new be well organized and planned out, techniques that can be shared with Andrew has told me that one of his making it a fun project to keep an eye others. Then there are the labors of goals is to keep the project open source on as they progress their way through love. Projects that are destined to take and completely create the HD footage in all their goals. months of dedicated work. Blender. If his current tests are any indication, the finished result should be Andrew is looking for additional The Journeyman Project Tribute is one quite impressive. volunteers to help bring this project to such example. Not only is the completion. You can contact him for Journeyman Project Tribute a labor of In an effort to keep the tribute as close further information love, it is a rather ambitious one at that. as possible to the classic original as well Andrew Curry is leading an enthusiastic as head off any legality issues, Andrew andrewcurry2@googlemail.comIzzy Speaks team who have decided to remake the classic game “The Journeyman Project” has been in touch with several members of Presto Studios, including http://andyjourneyman.blogspot.com/ by Presto Studios. The project is the president of the studio. Presto currently split into three efforts: Studios have given Andrew and his team * A prequel novel * A port to Windows of “Pegasus Prime”, a remake of Journeyman by the original studio. * A retelling of Journeyman using Blender to model and render the video footage, “Journeyman HD”. At the moment, there are several members hard at work on the novel and port teams, but so far the vast majority of the HD version has been done by Andrew. Another team member is busy modeling and rigging three characters from the game. Andrew has been www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 5. 5 fully detailed interior. find a previous tutorial of mine on how to setup blueprints here: This project is a common example of Blueprints setup with Blender. an amateur project. The idea came from the 2009 Real World Racer contest held by Scratch Made Cars The major steps are : (SMCars). The rule were simple: “do 1. Find blueprints on the Internet. No matter whether you are an your dream racing machine”. I choose www.SMCars.net is a very good entry amateur or a pro, this tutorial to convert my daily ride, a Citroën C5 point, with thousands of blueprints aims to teach the work flow and Tourer, to a Deutschen Tourenwagen available every move you need to know Masters (DTM) coupé. During this 2. In case you don’t find blueprints, try to to achieve a good car. It’s based project I wanted to do a “civil” version gather some side, front and rear views. on Blender, to allow everyone as well to put in the background of the Top photographs are quite hard to find, do it without requiring access render but a lack of time prevented but they’re not mandatory. to high-priced or pirated me from doing so. This year, I entered 3. Collect as many reference pictures as software. But it can apply to virtuallyby - Thomas Baron another SMC contest called Topless, you can find. Try to avoid CG pictures any 3D package. about … topless cars. For this contest I unless they’re official, because you don’t did a Hennessey Venom GT, which I want to reproduce the mistakes from I based this work on my latest project, posted here, but I’ve had another idea. other CG artists. a coupe-convertible Citroën C5. If A convertible, civil version of my C5. I 4. There are many good reference you’re allergic to this brand, or to cars just wanted to make things a bit more picture sites listed at www.SMCars.net in general, don’t worry as this material difficult, by doing a CC version (coupé but try to grab high resolution photos applies to any manufactured product – convertible). So here’s my CC5. Yes I and be careful about picking the the regardless of whether it’s big or small, know, the name isn’t great. right model year, the right version, etc cheap or high-end. Setup blueprints (or pictures) like I explained in my tutorial This tutorial is an on-going series of 5. Draw a cage by creating a mesh posts. It starts from the very beginning without any faces. Basically, you create a of modeling and covers every aspect: The first step is creating a concept plane, delete 3 vertices out of 4, place hard surface modeling with a focus on drawing of my idea. I always do it in the last one at a particular spot, and high-end quality and accuracy, best 3D, without paper. So I create what is extrude it several times to create an meshing practices to create a nice usually called a “spline cage”, which edge. Here’s the resulting drawing. polyflow and tips to solve the most means I have to draw the main curves common issues. In addition to the of the car using Blender. However I body, this tutorial will deal with the don’t use splines for that, I just use a creation of other parts such as tires, regular mesh without any faces. I rims, wheel details, windows, grilles, based the drawing on the C5 Tourer chrome and rubber trim as well as a (station wagon) blueprints. You can www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 6. 6 The trick is to model the major surfaces first, of 3mm, and the sharpened almost-vertical edge 1. The separation lines between the various then add details. For example, for the two is continuous from one panel to another. panels. pieces between the bonnet and front bumper, 5. I add the thickness for the sheet metal panels I do several steps. by extruding edges. I extrude in 2 times, first for 2. The major shapes of the car: wheel arches, the 3mm radius of curvature of the edge of the folds, bumps, openings etc panel sheet. The second extrusion is intended to 3. Some extra curves which are useful to better have spaces between body panels rendered dark define the shapes e.g. to show the roundness of a (7mm to a give a final of 1cm) fender. 6. I finish the details of the body on top of this The main point as this stage is keeping things piece (it will be behind the lower chrome trim of as clean and accurate as possible. So I rotate a the brand logo) and add the thickness to the bottom. lot around my cage in perspective mode to compare it with reference pictures. Having the 1. I start from my cage to make a simple but Here’s a perspective shot to better see details of complete surface. The only detail at this stage is actual car in front of my house helps a lot, so the last steps. the almost vertical edge that I have already you may want to consider modeling your own sharpened. At this stage you must be careful to car (or your father’s etc…) as one of your first have very smooth surfaces because it will be projects. If it wasn’t my car, browsing the difficult to change later. The mesh topology is Internet is an acceptable solution. Choose important as well, try to keep it simple and well high resolution pictures, but make sure you balanced. get the very same version that you are 2. I add rows of vertices along the edges to modelling. sharpen the edges of the body panel where it will be given thickness later. You should have a Detailed modeling: the front fender regular mesh topology based on squares from An introduction to modeling: front the previous step, so this step will be simple. I The next step is modeling the front fender. bumper take care about keeping constant spacing (0.005 For this step, I will try to go as detailed as I My spline cage needs more refining but I BU or 5mm for my scale) between the edges and can in my mesh construction workflow. the additional rows in order to have a regular chose instead to begin actual modeling. This curvature of the edges later. First, I the gather the edges that this fender part won’t go into a lot of details as the goal is to give you an overview of the workflow. The 3. I create the hole in the upper air intake, relying will have in common with its neighbors (the next chapter will be much more detailed. on the mesh topology in place. Care must be hood and front bumper). In edit mode for taken to have a row of faces along the edge of the each piece, I duplicate the whole edge and hole, just to have a smooth edge. separate it. I also duplicate the relevant edges 4. I cut the bottom (hard to see on the picture, from my cage. I end up with several parts as sorry) benefiting from having reserved a line of shown below. The pink parts are from the vertices along the separation in my first step. That hood and bumper, note that they are already way, I simply add two rows of vertices on either smoothed (because there is level 3 SubSurf side of that line, at 1.5mm each. By eliminating modifier active) while the black part is from the initial line, I find myself with a regular spacingwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 7. 7 the cage and isn’t What I did in the below picture is extrude the Before sharpening the corners, we need to smoothed. wheel arch to create the flat side around it. As add the row of faces along the air outtake. To stated for the bumper modeling, I don’t care do that, I add extra rows of vertices around it I now have to yet about sharpening any edge. I also and weld vertices when needed to make sure merge all the extruded some longitudinal edges and created these rows have the same count in the edges together. I the transverse, relevant edges (selected in the border. In this case, I deleted the horizontal start by first merging the corner of the two below pic, so edge going from the upper corner of the edges from the bumper. Please note that to they appear outtake and added two rows of vertices: one do so, the horizontal edge has been raised by yellow) I always above and one 3mm to align with the other edge from the check that all below the blueprint, while the other edge hasn’t moved the edges are outtake. I only yet. So there is already a gap between the smooth at had to merge front bumper and the fender below the every time. the two front horizontal edge, while there is no gap for the vertices to one, other edge. We’ll Now we can create the faces. Remember to resulting in a clean flow. take care of it always create rows of faces along all edges later, when the and holes. For example, the below picture Now it’s to sharpen the corners. To do so, I surface will be shows I haven’t done it yet on the right of the add more vertices near the corner ones. The completed. selected vertices. This is why there is a pinch sharpness of the corner is determined by the here and we will have to create a row of faces distance of these new vertices, closer vertices During the next step, I merged all the edges, around this means sharper corners. Next we have to get which included merging the corner vertices. I hole. This will rid of the triangles introduced by this move removed the extra vertices at 5mm from each be the air because corner as they were responsible for the outtake for triangles are corners being sharp on the previous picture. brake cooling. always poorly With them removed, the corners are handled by the smoothed. It will be easier to build the It’s time to deal with the air outtake. First, I surface surfaces with fewer vertices, and it won’t be roughly create the lower faces after deleting subdivision. difficult to put one useless edge on the wheel arch. It’s not them back later really detailed at this time because of the lack For example, removing the triangle shown by adding extra of vertices in the newly created faces. Fewer above in pink is easy: I just have to add more rows as I vertices is a good thing, as it helps controlling vertices below the outtake so that there is a described for the the mesh flow, one-to-one relationship between vertices (i.e. bumper but too few no triangles, only squares). I removed the modeling. vertices won’t vertical row of vertices (in fact I merged it with allow you to the neighbors) so I reverted to the previous We now have a single mesh, made solely from control mesh. Then I added two rows of evenly edges. It’s now time to prepare some surfaces. anything. distributed vertices using Ctrl+R andwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 8. 8 mousewheel. Now part. This will mode yet. So it’s we only have to allow us to not an urban close the faces spend more myth, if you’re like with the selected time on a few me and a heavy vertices shown in different issues. non-proportional the picture. loopcut user, The above picture shows the completed mesh, you’d better stick to 2.49b for modeling. To sharpen the other corner, I added 2 extra but it’s far from being enough to call the rows of vertices, as shown in the picture. fender finished. The first step is sharpening all The next picture shows the more tricky edges. When you have to do so, remember to keep a the edges. The above picture shows the For these ones, please remember that we well-balanced mesh by moving other vertices already hard edges in yellow. Please notice need to create a gap between the fender and as needed. But also remember that when you how the upper edge gets wider from middle to neighboring parts (hood, bumper). So for this move vertices, you have to check the front in order to smooth the hard edges. The reason, I created two extra rows of vertices. smoothness of same goes for the below edge where it gets The first one is created 8mm from the actual your mesh flow wider from the middle to the rear. On the top, border, and the second one 3mm from the again. Yes it takes please note the polyflow. It’s easy to choose actual border. Now we’ll just have to delete time, but it’s to achieve either a hard or smooth corner. the original border so that we have a new required if you Here’s a detail border which is want to achieve a for reference 3mm from the clean job. use. neighboring parts and which is One of the two extra rows I added is shown by The next followed by a row the cursor in the next picture. You will notice picture shows of vertices 5mm that it results in adding a vertice on the edge all the still-to- away. shared with the hood. So the curvatures of the be-sharpened 2 edges (the one on the fender and the one on edges. However, this move leads to a mistake behind the hood) won’t the not-yet-modeled headlight. We pushed be the same Some are quite the border backward by 3mm, so we now unless you add easy, they are have a shift between the front edges of the the corresponding shown below hood and fender. vertice in the and selected in yellow. Those edges just need The next picture hood edge. To do to be given an extra row of vertices along shows the vertices so, the easiest them. Once again, I used loopcuts (Ctrl+R) in that need to be way is to add a full row of vertices in the hood, non-proportional mode to be able to place the moved forward by as shown in the picture. new row 5mm away from the original one. By 3mm. the way, I tried to use the 2.50 Series of I’ve speed up a little bit on mesh completion, Blender and as of writing the latest release The below picture shows how the shift is now as it’s not really different from the previous (2.54beta) doesn’t allow the non-proportional gone. It also shows how unclean the gap iswww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 9. 9 between the hood and fender. This is because different. So just like we did in a previous step, when modeling the fender, I had to add extra we’ll add more rows on the hood which will rows of vertices to get a clean and well- give us the same amount of vertices on both balanced mesh. Just like we encountered borders. earlier, this led to adding vertices on the border of the fender which is shared with the Once done, I just delete the border from the hood. Now that hood (and the row of sister vertices 5mm the two borders away). This gives us a wide gap which will be are different, they filled with faces. Select both edges, and press don’t align the F key. The I’ll go faster on body modeling, as it’s always anymore once the bottom option the same moves. First, remember that we had subsurf effects in the popup to clean the area are visible. menu will near the hood automatically and fender. The And we have another issue with the hood- create the faces faces we need to fender duo. There is a hard edge on the hood, between the work on are the another one on the fender and a hard area two rows of following. between these vertices. two edges where When having that it should be Once done, I make some loopcuts in the kind of issue, I smooth and clean middle of the gap between hood and fenders. find it more (see the following The first efficient to picture). loopcut is 3mm remove the away from what middle vertices, then make sure the It’s no big issue was previously neighboring curves are clean and then actually. It’s just a side effect of modeling one the fender recreate the deleted vertices with a loopcut. It surface at a time instead of modeling the border followed will give us a smoothed row of vertices that whole car in a single piece. The way to solve it by a loopcut in we’ll move as a single item to adjust the is pretty intuitive. We’ll merge both meshes to the middle. curvature of the surface. create a single surface, smooth it and then separate it back to 2 parts. Keep that middle row and remove the Once the vertices are recreated and the neighboring rows: one from the hood, two surface smoothed, we get the following result. Because of issue from the fender. Now the mesh flow is clean, #1, the two parts but only to better show how the surfaces can’t be merged aren’t clean. cleanly because the number of vertices arewww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 10. 10 It’s now time to split the hood and the fender 4. Start building your mesh The lower part show the fully modeled back to two separate pieces. I won’t detail it About the side skirt, I’ve been rushing a bit on surface. with pictures as it’s always the same move. Do the fender. The bottom rear side need to be a loopcut at a given distance to specify the extruded to form the side skirt. So I deleted width of the gap, then separate them by the thickness vertices from fender on that removing the gap faces, add extra rows on area. The following pictures show the vertices each part to from the fender which will be extruded to the prepare a side skirt. nice edge for Please notice when we will Now it’s the usual trick: sharpen borders and that the add edges, and add thickness. vertices on the thickness. right are from the side skirt Now with cage. thickness added, the fender can be called finished. At least for now, it’s definitely Once connected, the whole part looks like the possible to following picture. In terms of industrial notice bumps feasibility, it’s definitely not realistic. The front later, so we and rear fender and the side skirt can’t be could We’re done with the fender. Let’s take care of produced as a single part, it would cost too possibly have the doors. Workflow is the same. The higher much to produce or to repair. But as I’m only to get back to part of the following picture shows in yellow making a concept car which will never leave work on the the vertices from the cage, while unselected the Blender bytes, who cares? fender – or vertices are from existing neighboring parts. any other part. The lower part of the picture is more interesting. Now it’s time to deal with side skirts. When starting a new part of the body, remember it’s The selected vertices are the first I create to always the same workflow: ensure the straightness of the doors’ shape. Yes, the shapes are more simple on the doors 1. Duplicate borders from already modeled than every other part we already modeled. neighboring parts Building the Time to actually create the mesh. As usual I do 2. Duplicate every other curve from the cage mesh that way the easy parts first, where the polyflow is (including the borders from non-yet-modeled is the best way intuitively built from the existing mesh and parts) to make sure the cage elements. This is the higher part of 3. Gather all the borders and curves in a single the surfaces will the following picture. object, and merge the vertices if needed be very clean.www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 11. 11 Some pictures (trunk is easy, rear bumper a bit more show the usual difficult) Here’s my very current stage of rhythm: sharpen modeling for this project; the main body is edges, borders. almost done The only difference is to take care of the sharpness of the fold, as it should not be arazo r blade. Another thing worth noticing is how the upper corners of the doors are sharp while the lower corners are rounded. The following picture shows the detail of the mesh structure to achieve those 2 different type of corners. I won’t detail separating doors and adding thickness, it’s exactly like I explained it before. So we’ll move on directly to the finished doors, presented with the rest of the model. Now you should have reached a significant level of knowledge to know by yourself how to complete the roof, roof arches, windshield frame (really simple parts) and the rear endwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 12. 12 take them yourself with your digital picture. Its the notion of projection of camera, or you can grab tons of them the real world on the picture. from the Internet. Some people can use them to create a model by eye, insight3d works using this projection, but it requires some serious attention by reverse computing the projection. due to the nature of perspective. Give it the pictures, a set of specific Perspective makes closer things points on your model and it will be Modeling an object is the art of bigger, so the proportions cant be able to compute the location of the recreating it in digital, 3D space. trusted without correcting for different cameras that shot those No matter how accurate you perspective. Here comes the approach pictures. want your model, no matter I wanted to introduce; using dedicated how fast youll be working, it software to make this correction. Once the camera is located, it can will always be about these compute the 3D location of the famous 3 dimensions. specific points, by throwing lines from How does it work the camera location to the location of Some objects are so simple you can each point on each picture. For aby - Thomas Baron create them from scratch just by Consider our 3D space, where the given specific point, all the lines will studying it and taking measurements. object stands, and a set of cameras around it. Each camera takes a converge onto the real place of this Take a look around and youll see reference point on the model. As a plenty of these kinds of objects. But picture. Put each picture in front of its camera on a transparent sheet. When result youre able to compute a 3D there are also many difficult objects model from a set of pictures. Of with elaborate shapes. Put your ruler you look from the location of the camera, the picture will perfectly course its a simplified 3D model. e.g. back into your schoolbag, it wont be I only used 171 specific points. But it of use this time. match the object behind it (if you dont consider the optical distortions would be basic to draw a better spline induced by camera defects). cage. The main solution to modeling a difficult object is blueprints. These arent blue anymore like architect Now consider a specific point on your Using insight3d drawings from 50 years ago but are object. E.g. a corner of the windshield, or the center of a rim. You can see this insight3d is Free Software, available usually orthogonal (front, rear, side, for free at and top) views of an object. With them point from some of your cameras, so it shows up on some of your pictures. http://insight3d.sourceforge.net for you can locate any specific point of the both Windows and Linux. Once object in 3D space. You can draw a straight line going from a camera to this point and it will installed and executed, it shows up pass through the related picture with its unusual interface. But for some objects, there is just no blueprint. So what do we have left? (standing in front of the camera on its Well start straight away. I assume you Pictures. Its easy to have pictures of transparent sheet) precisely on the have already gathered the reference the object you want to model. You can spot where this point is located in the pictures of your object. Mine is a www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 13. 13 When moving the mouse over a cross, the popup shows again to display the same point in all the previous pictures. For example, the previous picture shows two thumbnails in the popup: the location in the previous picture of the reference point were about to place in this picture and the zoomed portion of this picture under the mouse cursor. When you have placed this point, the popup window will auto jump to the next reference point. Nice concept car only shown at a couple of motor enough. Nice attention from the developer. attention from the developer again. shows so there is no blueprint available. Ill add my first picture, using the menu item “File Add another picture now. It will appear but Its now time to place more points to get > Add Image”. Tip: you can zoom the image using the the reference points don’t show up as you enough data so that insight3d can compute scrollwheel and pan it using the middle button. have to place them. insight3d must also be the camera locations and triangulate the able to do the connection with the ones you points. You can try that whenever you want by placed in first picture. using the menu item "Calibration >Automatic calibration", and then the item "Modelling > To do so, use the PageUp and PageDown keys Triangulate user vertices". to go through the list of existing points. They will appear on the left of the mouse cursor, Once these two steps are performed, conveniently allowing you to see all the insight3d should display green dots near the occurrences of a given point in all the pictures crosses, to indicate where it computed the you have already added. The picture below position of our reference points from the shows two things on the popup: the zoom and reconstructed model. the sample of the previous picture showing this point. You may have noticed that the reference point on the right (near the popup) has no green Use the "Points Creator" button on the left allows you to place the reference points on our first picture which are represented by little crosses. You can see on the picture that a little popup will appear with the zoomed-in portion of the image under the mouse cursor to help you place the points more precisely. It will conveniently auto-disappear if you zoom inwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 14. 14 dot. This means that the current amount of perfectly is not possible, many pictures leads have to align it properly. For that purpose, I data (number of pictures and number of to a beam of lines to compute an average used the yellow edge in the following picture. points) wasnt enough for insight3d to position which is much more reliable because compute the position of this reference point the errors are minimized. in 3D space. This is easy to fix by simply adding more points on more pictures. As an example, my final set is using 171 points on 15 pictures for the real project about this First, you export the model from insight3d. I concept car. used the VRML format, by using the menu item "File > Export VRML". Then, in Blender, use the menu "File > Import > X3D & VRML 97" (the last entry This edge goes from the center of a wheel toth in Blender e other one. So it defines horizontal and rear- 2.49b) Do not end orientation. I use this property to align use the "File" > the model. Also, pay attention to the middle Import > VRML vertices (shown in the white line below), they 1.0", it wont should be aligned as much as possible. work. When done, a cloud Heres the full model (171 dots) once properly of vertices shows up in Blender. orientated, untouched from insight3d except The green dots may also be slightly off the for a mirror modifier. You can clearly see the cross. This means insight3d discovered an Unfortunately insight3d didn’t export the proportions look right and the shapes are incoherent location of the reference point on edges, so youll have to recreate them. Enter accurate. Its up to you to use more points to this picture. The green dot shows the place Edit mode (Tab key) and create edges by extract more details from the reference where the reference point should be selecting two vertices and pressing the F key. pictures and to bring them to your 3D model. according to insight3d. When done, youll have the following (this For example, heres the current look of my picture shows a project (as of writing). I just used some more It may be right or wrong, because the work-in- computation performed depends on how progress precisely you placed points on all the pictures. version of my Dont hesitate to zoom in to locate points project, so really carefully as it will help insight3d to there is less reconstruct a more accurate model. Another than 171 good thing is to use many pictures. points). Theoretically, 2 pictures are enough to perfectly locate a point in 3D space because Because insight3d doesnt know about the there will be only one intersection of the 2 ground and the natural orientation of our lines. But as placing a point on a picture model, it appears randomly oriented. So wewww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 15. 15 points, and added details into Blender. is the "Polygon creator" button on the left One critic about insight3d, about feedback & side. When activated, you can select a number support. During my project, I encountered of reference points, and a polygon is shown several bugs. An annoying one is that the using the points you selected. You can confirm project file doesnt support the use of spaces this polygon and move on to creating the next in a folder names (at least in the Windows one by pressing the Enter key. At any time, version I used). I tried to reach the developer you can cycle backwards through all the about that, but I got no reply from him. It created polygons using the BackSpace key. looks like he doesnt reply to incoming emails Use the menu item "Edit > Erase current about his software and a comment on a polygon" to delete the polygon shown in pink. BlenderNation article about insight3d confirmed my fear. Lets hope this article can . cause him to change his mind! Some extra features within insight3d insight3d also supports camera export, but http://sourceforge.net/projects/insight3dng/ unfortunately I didnt achieve a useful result. The exported data for cameras (location, Picture credits insight3d features the ability to discover rotation) doesnt match the imported model. reference points automatically based upon insight3d does support exporting to other file The first picture of a Lamborghini Sesto picture pattern recognition. This works better formats, for example the .rzi files used by Elemento (shown twice in this article) was with pictures that are similar and have few Image Modeler, a similar program by found in Wikipedia, the author is Alainrx8. The changes between them. The tutorial available AutoDesk. Opening the .rzi file in other two pictures of the Lamborghini Sesto on the insight3d website demonstrates this ImageModeler (export by insight3d) didnt Elemento were shot by Thomas Durand, feature for buildings, and there it works well. work either. I guess there are different known in the modeling scene as AMV12. For my example, it didn’t work as I was using coordinate systems for the different exports Congratulations to both of them for these nice various points of views and several available from insight3d, but I didnt try to pictures backgrounds behind the model (different read the source code to understand the motor shows). So I had to create all my relationships between these coordinate reference points by hand. Make sure to take a systems. Save often. look at the tutorial on the insight3d website if you want to try it. There are some minor bugs with the current version of insight3d (0.3.2). Even though its a small version number, its already quite stable. However dont forget to frequently insight3d allows you to create polygons to be save your project. exported to Blender. I didnt use this feature that much, except to create lines (2 vertices polygons) to follow the body lines of the car I was working on. The key tool for that purposewww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 16. 16 of the character’s mesh. What Each of the five panels in the facial UI happens is the controls in the facial UI shown in Figure 1 has a controller the manipulate the character rig structure animator can freely manipulate within which in turn deforms the mesh. the boundaries of the corresponding panel. The default location of each The number of panels in the facial UI controller is in the center of the usually corresponds to the number of corresponding panel. Character facial animation is facial regions of the character that difficult because the face of a need to be animated. Usually the character assumes many controls are grouped based on the Idea of dynamic facial UIs complex expressions. To anatomical areas of the face. There The facial UI method presented in this achieve convincing visual are a number of references to help the article is dynamic because it extends results for animation, digital character rigger do this better, such as the usability of the common facial UIs artists need to prepare their Paul Ekman’s book, “Facial Action used in character facial animation. It characters with sophisticated Coding System.” Figure 1 shows an is a method developed with Blender’s control structures. One of the most example of common panels placed in potential allowing an animator toby - Pedro Bastos important and efficient techniques to a facial UI. easily relocate and re-dimension a achieve good facial animation is the facial UI. The techniques explained in use of facial control interfaces, also this article allow the animator to called facial user interfaces, or facial customize the limits and the layout of UIs. the facial UI and therefore have more control over the animation of the Common facial UIs several regions of the face of a character. But what exactly is a facial UI? Facial UIs are GUIs (graphical user Please notice that this article doesn’t interfaces) with panels and controls to go into precise detail on how to do facilitate the animation of a common tasks in the Blender character’s face. Facial UIs are usually software. It is expected that the placed side-by-side with the face of reader is experienced in Blender 2.5 the character in order for the but if further help is needed just send animator to have easy access to them. me an email to ptbbastos@gmail.com. The panels in the facial UI move in 2D So let’s start! First off, get a character’s space, as well as the controllers placed face model. Figure 2 shows the front inside each panel. The spatial and side views of the character used transformation of a control in a given in this article, a funny cartoon panel will affect the transformation of character called Blue. a corresponding part in the skeleton Figure 1 – A common facial UI www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 17. 17 After doing the necessary setup to skin the UI example for Blue in Figure 5. mesh to the armature (you only have to skin bone A), the time comes to build the facial UI. We are going to build more bones and place them directly in the facial UI. But first we need to build a facial UI with panels so we know exactly where to place the new bones to allow the relocation and re-dimension of Blue’s facial UI. Figure 4 shows the facial UI Figure 2 – The character, “Blue” for Blue’s jaw, built Figure 5 – The final layout of the facial UI to controlBlu with two mesh e’s jaw We will build a dynamic facial UI example for objects and one text The objects that make up the facial UI have Blue’s jaw. Once you understand the method object. been slightly changed since Figure 4. The used for the jaw, you can extend it to all other Figure 4 – The objects of outside panel (global panel) is now vertically facial regions and build a complete, dynamic the facial UI to control bigger to better suit the proportions of Blue’s facial UI. Blue’s jaw face and I’ve added one more text to better Begin by adding an armature to the scene and identify the global panel. The next step is to place two bones to gain control over the jaw. We only need a few objects for the facial UI. add six more bones to Have a look at Figure 3 to get an idea of how Objects A and B in Figure 4 are planes the armature and to place the bones. Bone A is the jaw bone configured so the user can only see their place them as shown itself and bone B is a controller for bone A. wireframe from the front view, the view we in Figure 6. You can Now assign a Stretch To constraint to bone A are going to be using to manipulate the facial use the 3D Cursor to using bone B as the target. This will allow you UI. The other object is a text placed above facilitate this process. to control the jaw with a lot of stretching and panel A to easily identify that panel, which is the one we will use to restrict the jaw Figure 6 – A six bone setup squashing abilities. to control the jaw panel controller. The outside panel, or B, is a global panel to which the movement of panel A will be restricted to, in order to better keep track Bone A, the highlighted smallest one in the of the facial UI. The objective is for the user to center, is the one meant to drag the entire jaw be able to relocate and re-dimension both panel. Bone B is the controller of the jaw’s these panels. Although in this article we only animation. The movement of this bone will be illustrate the process for the jaw panel, you restricted to the jaw panel. The other four can later extend it to the global panel as well. bones are placed in the corners of the panel So go ahead and place the facial UI side by and you guessed it, each will control one side to the face of the character. It doesn’t corner of the panel. Make sure that bone A is need to be very close, nor too far. See the final the parent of bones 1 to 4 and also of B Figure 3 – Jaw bones for Bluewww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 18. 18 (keeping the offset between them as We can’t forget to restrict the movement of link the jaw bone in the facial UI to the jaw illustrated by the relationship lines in Figure bone B to the jaw panel. So let’s assign bone in Blue’s face mesh, so we get some 6). another Limit Location constraint and one motion of the jaw. Figure 9 shows the bones more Shrink-wrap constraint to bone B. Notice we need to link. The next step is to restrict the movement of that this time the target of the Shrinkwrap bones 1 to 4 and also of bone A to the large constraint is the jaw panel, not the global panel, the one with the text “blue UI”, seen in panel. At this point, if you move the bones in Figure 5. Remember that the main purpose of the system, the panel doesn’t follow along. In this panel is to hold all the panels of the order for that to happen, we can use a different facial regions in order to keep track number of techniques, such as Vertex Groups. of the entire facial UI. So, no panel should go But I find it to work better using the Hooks outside this one. We do this using two bone modifier. constraints in Pose Mode for each of the bones previously mentioned. Be aware of the So go ahead and assign four Hooks to the jaw Figure 9 – In this case bone A is simply going to mimicb difference between object constraints and panel object. Do the necessary configuration one B bone constraints in Blender. The first of the Hooks modifiers keeping in mind that constraint is a Limit Location, to prevent the each Hook should point to the correspondent The purpose is for the jaw controller bone in bones from moving in the Y axis (you can see bone. Figure 8 shows the Hook modifier’s the mesh (bone A in Figure 9) to mimic the the spatial orientation for Blue’s facial UI by options. Send movements of the control bone in the facial looking at the mini axis in me an email UI (bone B in Figure 9). We can do this by Figure 6 but you have to be if you have assigning a Copy Location constraint to bone aware that the orientation trouble A and using bone B as the target. in your scene may be setting this To wrap-up the process, you can help the different from this one). modifier. animator by hiding the unnecessary bones The second constraint is a Figure 8 – The and assigning custom shapes to the bones the Shrinkwrap targeting to the Hook modifier animator is supposed to control. This will global panel object. improve their appearance and make the facial Remember to repeat this Now you can drag the panel in Pose Mode UI a lot more user-friendly. process for bones 1 to 4 and also A, so each of them using the facial UI bone system (using bone A has the two types of in Figure 6). But there’s one object being left Conclusion constraints mentioned. behind: the jaw text. For the text object to follow along, you can simply make it a child of This method adds a lot of flexibility to Figure 7 shows these common facial UIs, especially the UIs using constraints types. bone A. But if you want you can also make it dynamic using another bone to control it. lots of panels for every facial region. And even Figure 7 – The types of Notice how now you can also change the more functionality can be added to it. Figure constraints to use position of the corners of the panel using the 10 shows a final configuration result where corner bones in Pose Mode. Next we have to the jaw panel was first moved up and then itswww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 19. 19 bottom border was extended down to allow the jaw controller to be dragged further down and create the expression of surprise on Blue. Now imagine using this method with a series of panels to control the eyes, eyebrows, ears and other facial regions of this character. Figure 10 – Using the dynamic facial UI built for Blue’sf ace I hope you liked it. If you had difficulties setting up the dynamic facial UI, you can email me with questions and I will be glad to help on the more technical details Acknowledgments "Use the provided video file "dynamic_facial_ui" to see the method working in Blender. The character Blue is a © copyright 2007 of Face In Motion."www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 20. 20 really just 2D pictures, they are projected onto hidden low poly 3D geometry. The resulting character masking and shadows add to the illusion very effectively. With hidden 3D geometry masking the pre- rendered background, a realtime Alpha Polaris is a point-and- character can walk around an object click horror adventure game as if it was really in 3D space. Typical developed by Turmoil Games for adventure games, we also and set to be released in June think this is one of the things we have been very good at. Throughout the rendered separate front masks for 2011. We have been working on scenes. the project for roughly two project, Lassi has been very effective years now, using Blender for in training people to use Blender. With visuals and Wintermute as a a limited initial skill set and a team game engine. The core of the game is with no game industry background,by - Teemu Vilén the titular Alpha Polaris, a distant oil weve also approached the project research station in the icy wastes of very iteratively, improving the graphics Greenland. Our team of six people set and re-doing things when needed. out to produce a consistent, high- Our key art assets in Blender are the quality gaming experience with a scenes. With indoor locations, one special focus on the place itself. Our Blender scene corresponds to one setting wasnt going to be a "slog game screen. Outdoors, there might through different levels" world, but an be several screens rendered from one isolated setting full of little details. In Blender scene. For example, our this article, Ill discuss some of the station from the outside is a full 3D visual challenges we have tackled. environment. One of the more Making adventure games is a very art important observations we made heavy business. To pull one off with regarding the pre-rendered scenes is 1280x800 wide-screen graphics, pre- that including dynamic elements will rendered backgrounds and real-time make them more interesting. We dont characters, we needed a lot of art use parallax scrolling, so we employ different sprite animations like One would initially think that working resources. This meant we all had to with such a well defined setting is learn how to do modeling and snowing overlay, glow from aurora borealis, subtle flickering on computer relatively simple when it comes to texturing in Blender. In the beginning, rendering. However, our scenes only our art director Lassi had screens and so on. Illusion of depth is also vital. Since the backgrounds are contain a high number of interactive significant modeling experience. I www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 21. 21 batch tools so post processing the sprite Character animations were pretty animations was also possible. straightforward to do. We made one action strip per animation in Blender and combined The same scenes were also used for cut scene the animations in Fragmotion. Our characters videos. The challenge was to build the are semi-realistic so the animations had to be suspense while adding visually dynamic close to a real person’s movement. Animating content to the game. Instead of elaborate the walk cycles was the hardest part. We storyboards, the team prepared test animatics videoed our team walking on a treadmill for for the cut scenes phase of the project which reference at a local gym which helped a bit. and changing details, and are revisited in meant we already had a lot of the scenes different parts of the game. On top of that, we done. This sped up the process considerably. have three totally different lighting conditions: The cut scenes in the game are not very long, morning, evening and night. Combined with but combined they total at over 12 minutes, relatively long rendering times, it has been an so they were a big part of the project for a arduous process. For example, if an artist small team. forgot to render a night version for objects on With characters, the most significant problem the kitchen table, the error would be painfully was getting them to Wintermute. It uses the obvious. age-old DirectX format for models, and the All rendering was done with Blender’s own Blender .X-exporter didnt seem to work renderer. We went through several other correctly. As usual, this meant some semi- Im happy to say that theres not much to do possibilities, but at the time none of them blind pipeline testing and frustration. If we got anymore. At the moment Im writing this, we were integrated well enough into Blender to to the point we could see the characters in are implementing the localization kits - the use in a heavy project without problems. For Wintermute, they always had some lighting game is to be published in several languages example we needed to render lots of sprite and animation related glitches in them. After by a major publisher. Our long, iterative animations for the scenes with render layers about two weeks of testing, we ended up process seems to be coming to conclusion. and alpha. The scene renders were all post using Gandaldfs excellent .B3D exporter, and We will definitely continue to work with processed in Photoshop. Luckily it has good then converting them to .X in FragMotion. Blender in the future, as its proven to have outstanding features and flexibility for indie The characters in the game are realtime with game development, not to mention the 3000-4000 triangles. Wintermute only community support supports diffuse maps, so we had to bake and paint some lighting effects on the character Writer: Teemu Vilén, Project manager of Alpha Polaris textures. They are 2048x2048 resolution and and CEO of Turmoil Games LTD were mostly painted in Photoshop, but Blender’s texture paint was also used as it is excellent for clearing texture seams with the clone stamp brush.www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 22. 22 or other MMOs. So it’s possible to now I will not share any blender files, build an RPG game alone with all that scripts, textures assets, so dont ask stuff too. All Blender users know the for it. All files are done by myself so I game Yo Frankie!, and it was the first have a lot of things to do in the next big step in my opinion. couple of months. Thanks to the hours they spent to If my concept works in a browser with Hi, I am Alexander from Leipzig build such a good game like Yo the webplugin Burster for Blender I and I had the idea to build a Frankie! with Blender, it gave me the will present it as Browser game in 3D. game in that sunny place of energy to start my own project. As I I got a lot of ideas. I hope the Germany. But how? First I have started it was not easy to find a good community brings the feedback and to say I was working in the film story, so I began with drawing. After a support I need for that. industry for one year along with couple of days in January 2011 I got a couple of years in the direction, a short story and Deadline is around Fall of 2011. commercials and other 3D personally it’s what I want to spend animation stuff using tools like time on. Information about it is on Facebookby - Alexander Weide Houdini or Maya. But one day I thought: it’s not what I want. We live in The creative part of it is very similar to a world with perfect animations and creating 3D animations. I played a lot “perfect” pictures, but is that what we of games, I saw a lot of movies and I want? We want to have entertainment, was looking at what the community we want to do anything, we want to does. And the community does a lot, build our own worlds. For only one but most dont reach the end of their person it is an impossible task to build projects. Why? Is it not possible to do effects driven movies like District 9 or it? Is Blender not the right tool? I dont Battle L.A in a short period of time, know, but I will complete the end of without thinking of budgets. So it was my experiment and I hope it will my decision to build one world - inspire other artists around the world alone. I will see how far I can get, how to do same with Blender! much I can reach, and how fast I can reach my target. In the next few days I will start a Facebook site to share the project with I am an artist rather than a the community. If the community programmer so Blender was the best stands behind me, I will gather more choice to help me meet my goals. The power to go forward. If the new version has a very high potential community is not interested in that, it to build games with all that graphic could be a hard way for me maybe. So stuff we know from World of Warcraft I hope I will get a lot of feedback. For www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 23. 23 In 2005, after learning some to take it back ... rigging/skinning stuff, I began to work on shapes (called rvks at that time) for The short will be (hopefully) facial animation of my characters. humorous, which is why I decided to Today this is still the area that model some toony and quite ugly provides me the most pleasure. I love characters, especially the young girl the way it gives life to characters and who is supposed to be pretty (shes a Hello, my name is Stephan this is where the acting job begins. Beauty Miss). Rodriguez and Im a a French 3D artist. I live in a very So that year I produced my first short attractive and sunny town in animation with a lipsync job to the south of France called celebrate the Montpellier with my wife and 2 children. 10th Blender anniversary. This was called "Happy Birthday Mr Blender" Since I began 3D back in 2001 when I and is visible on my Youtube Channel.by - Stephan Rodriguez discovered Blender, my goal has Tony Mullen, the author of always been to do some animation "Introducing Character Animation one day. At that time I was amazed by With Blender" even gave me the every 3D short film I could see but I pleasure of including it on his DVD and never imagined I could do the same a I was very proud of this. One of the first things to do besides few years later. I began like every modeling was the storyboard. This is a other Blenderhead, reading every During all these years, I had a couple very important thing because you tutorial I could find on the web, asking of story ideas running in my head. constantly refer to it to know what questions on forums like Elysiun (the Then in 2009, after improving my scene to do, what the shot will require ancestor of Blenderartists) or a French animation skills, I decided to step in terms of animation, characters, set, forum called zoo-blender where I forward and lay down my story on props etc. I created a personal used to spend a lot of time. paper. On February 2nd of 2009, my short animation project officially Id say it took me about 4 years to feel started. really comfortable with Blender, just enough to make some decent looking "The Crown" tells the story of a young still pictures. I had learned to model, girl who has been revered as a Mini texture, light and was beginning to Miss in her town. What she doesnt produce some very basic animation know is that the crown on her head, along with some particle and camera found 50 years ago in the countryside, work. was actually lost by some distant visitors and they are here again today www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 24. 24 storyboard model that fit my needs which Hope youll enjoy watching my short film. describes the action for each scene and shot, the camera moves and the effects (focal blur, Regards, particles, wind etc). The storyboard also lets you know exactly what you have to model, Stephan what will be visible on screen and helps avoids useless modeling. Another tip when you undertake such a project, is to publish your work in progress on a website forum. This forces you to work as viewers ask you about your project when you havent been posting for a while! It also helps keep your motivation intact when you hear good things about your work. A good and constructive criticism helps you to improve your skills and be aware of small defects on your pictures. You wouldnt normally see these because youre constantly watching your own work. Starting this project has required a huge amount of dedicated hard work for the last 2 years, but it was a good decision considering the pleasure it brought me as well as the opportunity to improve my skills in several areas. Character animation is something I really want to pursue in the future. Ive made about 2min 50sec of film so far, with a target of 5 seconds of rendered footage by week, but I sometimes reach 7 or 8 seconds a week. If everything goes well I hope to finish the short in June of 2011. The sound design will come next and hopefully Ill be competing for the Suzanne Awards in Octoberwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 25. 25 reasoned: I can use Flash, I have game personal achievement, but there was industry experience, I have written still a nagging doubt in the back of my music and can do the art so why not? mind, and when I looked more seriously at what I had accomplished The pre-production planning went into compared to what still needed to be overdrive. This time I had Gantt done, there came the realization that I charts, asset lists, puzzle designs, a had bitten off way more than I could Gordy – A couple of years ago I design document and a more chew. It would take at least half a started sketching out some thoroughly revised story. As soon as dozen artists another three years of ideas for an illustrated story enough of the first level planning had full time work to finish this project. book about a Steam-punk been completed, I was away! Full styled robot called Gordy. steam-punk ahead! I have since revised my goals and Working as much as I could in scaled things back to a much more my spare time I estimated that Six months later I had created almost manageable level, and have decided the project would take up to four detailed scenes, rigged and to go back to the idea of creating a two years or more to complete. It animated the main character, book. In the six months or more Iby - Darcy Brooker seemed a little overwhelming but I rendered dozens of character spent working on the game I have decided to persevere anyway. animations, and got the whole lot created artwork and assets that can working in Flash. It was a mammoth be used in the book, learned a truck I had soon developed a basic outline load, and am very much looking of the story and jotted down a few forward to this next creative good creative visual ideas. The next adventure. few months were spent modeling and experimenting with new techniques The style of the artwork in the book for the look and feel of it and creating will be a combination of Steam-punk, some preliminary art. Then one fateful Raygun Gothic, Indian and Riven-esk. day I discovered the Flash game Whether or not the book has any text Samorost, a simple point and click is still something Im not too sure adventure game using layers of animated cutout props and characters. The wheels in my head were sent spinning. Immediately I thought to myself, I could do that! Why make a book when I could make an animated book!?! This was going to be an even bigger challenge than the book but I www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 26. 26 about. I really just want to make a book full of eye candy about a person’s experiences while on holiday. A simple narrative that could be conveyed in a series of pictures. Im sure it will all work out :) The book will be released independently through Createspace and will also be available through Amazon. I will be announcing its completion through all the popular Blender websites as soon as that magic day arrives and I will be posting artwork and updates on the book at my DeviantArt page at... http://darkladder.deviantart.com/ and at my personal webpage at... http://www.darcybrooker.com/www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 27. 27 marketplace and deployed to fastest route between two places and www.ncmproject.org. also give the user an approximation of how long it will take to walk the calculated route. The map, room associations, terrain associations, and A significant amount of work went into timing data are included in a set of generating the map. A complete map files to be imported into our Two other college students and applications. I are developing applications to needed to be generated to tell the help the Carnegie Mellon application how to get around campus University (CMU) community and how long it takes to do so. This navigate the campus. Behind map allows the application to take the scenes, Blender is allowing every possible route into us to efficiently gather the consideration when deciding which necessary data. route is best. The map is simply a series of points and edges (pointsby - Brian DeVincentis being locations and edges being connections between points). I had access to all the blueprints for each The goal of the Navigating Carnegie floor for every building on campus. Mellon (NCM) project is to create free, For each floor’s blueprint I created the open source mobile and desktop points and connected them together. So, why did I use Blender for the map applications to show those unfamiliar Then I connected all of the floors generation? Well, it was actually a with the intricacies of the campus how together. critical tool that managed and to go from one place to another in the supplied tools for generating the huge shortest amount of time. It displays Next, I associated information such as map covering the entire campus. graphical and textual directions to room numbers and terrain with each users overlaid on Google Maps and point and edge. The room numbers To create the map of points and blueprint images. Our desktop allowed the application to associate connections I simply used the application will actually be a web the user’s input with a point. The background image feature to draw application so that it can be quickly terrain data indicates whether an edge points and edges over the image and easily accessed by anyone. The represents stairs, an elevator, flat using the mesh tools. mobile application will have the same ground, etc. functionality with the added ability for The interesting part is what happens the user to follow along as they walk Also, we needed to collect the time next – utilizing Blender’s Python the route. The application is currently required to walk across all the Scripting API. The API’s ability to under development. This summer it connections on the map. This allows access any part of Blender from the UI will be released to the Android our application to determine the to the underlying data was the reason we chose Blender. Another great www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 28. 28 aspect of the API is that it uses Python which some of its 3D capabilities. In fact, we have is fast and easy to write. All this made it already figured out how to make a simple 3D possible to create a custom set of tools quickly 1. Feature Additions – a variety of features that model of the entire campus. We are and easily that were made specifically for the would make the applications more complete. obtaining the CAD files for the blueprints of NCM project. Without Blender we probably 2. Other Platforms – bring the Android user every building. We import them into Blender would have needed to write a program from experience to other mobile platforms such as the via the DXF importer. Then using a script I scratch which would have significantly iPhone or Windows Phone. These could replace wrote, the blueprints are simplified and the increased development time. the mobile web application. lines are extruded up to make walls. For 3. Other Campuses – bring the application to texturing, multiple textures are put onto the The first script I wrote added user interface other campuses. We would find volunteers to model of the floor and then baked to increase elements, speeding up the generation of the map their campus and submit the data to our performance. For the outside portions of map and the process connecting room names team to be included into the application. campus I obtained a 3D terrain model of the to the points in the map. 4. 3D – make a 3D version of the desktop campus from Google Earth. All of this can be application to give users a better view of the exported to almost any format because Another script I wrote exported the data out campus. Blender supports many file types. of Blender to our own custom file format. This was very useful because it eliminated any Once 3D web technologies are widely complications in moving data from Blender available we will still be challenged with into our application. In fact, it allowed us to Currently we are developing 2D applications generating a more detailed 3D model of the make a custom file format that made file sizes for Android and the web (both a desktop and campus. It is not feasible to generate a as small as possible and also include extra mobile application). Originally we were detailed 3D model of the entire campus data such as room names and timing data. planning to create a 3D web application. manually. We welcome suggestions regarding However, as we did more research we found methods/technologies that would allow for To collect the timing data we actually created that it simply is not feasible (yet). Three the automatic creation of a detailed, an Android application which made this dimensional applications on the web currently aesthetically pleasing model of the campus process very fast (a large building with 10 have poor performance, but new technologies floors can be timed in 1 hour). The Android are under development that may make this application generated files application possible. A new web standard in a different format which called WebGL is enabling developers to write were then imported into 3D apps for the web that have better Blender. I wrote another performance because this technology takes script that imported these advantage of hardware acceleration. Flash is files and integrated the also working on a version of the Flash Player timing data into the existing plugin that utilizes hardware acceleration blend files. Then the times which will enable 3D capabilities. could be exported along with the map via my file Blender surely is not the component holding exporter. us back. We are eager to take advantage ofwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 29. 29 sketch is taken by our lead artist who graphics team. In the end we worked fleshes out the details and then the around this limitation by compositing location is modeled and rendered. All the scene by first separating offending locations, scene and inventory items items to different layers and after have been modeled, textured, separate render passes later joining rendered using Blenders Internal them to create the final piece. rendering engine. Pahelika Revelations is a follow up of our successful title Since the first day Ironcode started, Pahelika : Secret Legends. Its a we have used Blender 3D to create the casual Puzzle Adventure game, in-game graphics, and in the same set to be released later this tradition of Pahelika Revelation uses year. lots of 3d rendered artwork in a 2d game with all the graphics and sprites This games story continues pre-rendered and overlaid with a from where the previous game had custom particle system based specialby - Rohit Bhonsle left off. The theme of the game wraps effects inside the game. up the player in an adventure to save the human way of life from an ancient Instead of using the stable version of evil accidentally unleashed during his Blender, the team used the cutting adventures in the previous title. Our edge 2.5x version, which turned out to Sometime a weird bug cropped up in game designer has blended puzzles be a good decision. Apart form one of those constant upgrade builds and varied locations in an intensely Blender, both Gimp and Photoshop we compiled and optimized, which gripping storyline. To improve player were used in creating the textures lead to reorientation of camera immersion, special care was taken to along with Inkscape. We aimed to make an intuitive interface for the outdo ourselves with this game, and game. On the technical side, the game with the improvements in Blender, we uses a heavily modified version of the were able to achieve quite a lot. free PopCap Framework. Blender2.5x bought some difficult The art pipeline itself is quite moments to the work, It was quite straightforward. The game designer difficult to deal with alpha-mapped describes a location and makes a textures alongside Blenders Sun Sky rough sketch. Since we do not have a features. The resulting white artifacts dedicated concept artist at IronCode gave a very difficult time to the (were a small company), the rough www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 30. 30 projection and position despite it being locked completely. Blender2.5x was also a lot more productive than the earlier version. It has a better, more streamlined interface, that allows us to work faster. It is also more flexible than the previous version. The advancement in functionality and usability was felt and welcomed with open arms by our art department. Whereas Blender proved to be an extremely capable tool when modeling and animating, it was found wanting on the Rendering side. Our journey in creating the artwork for this project is still very delightful and I sincerely hope that everyone will enjoy our game as much as we are enjoying making it Blender2.5x was a lot faster in rendering compared to earlier versions and this came as a boon to us. In most cases we were going about 10-20% faster in just about every rendered scene as compared to the previous version. Custom compiling it to our machines led to even better render times.www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 31. 31 video sequencer built inside a 3D package. I searched for tutorials and I found virtually everything I wanted to learn. I was able to pick it up quite quickly. The user interface which I once thought was ‘not impressive’ turned out to be pretty intuitive. In I am an artist. I have been two months time I made my first passionate about sketching complete Blender render – since childhood and as I grew ‘Headphones’. up I got interested in digital art. I have had no prior formal I appreciate the work that the Blender education in 3D. As 2011 community is doing in developing and dawned, my resolution was to providing a tool free of cost for the learn 3D. My next question was cause of art. I want to continue toby - Avish John which software I should learn. I had learn Blender and someday make my earlier tried working on Maya, as that contribution to this community should have been a very obvious choice. But there was a small Avish John community at my work place who used a software program called avish.john@gmail.com Blender. The only thing I knew about it was that it was open-source. I was avishjohn.blogspot.com apprehensive about whether I should really trust this software. It didn’t look very impressive. Still, I wanted to try my hand at it. I spoke to my colleague who is a Blender expert. He told me Blender could do so much. It depends on the user. I took his word and I downloaded a copy of Blender 2.56 It’s been three months now and the Blender experience has been splendid. It is not just the software, but the community as a whole that has made me love this software. I was surprised to find a compositor and a www.blenderart.org Issue 32 - Spring is Sprung
  • 32. 32 really lose myself when "playing" with with Blender internally. I also posted a Blender. render for "Everything but the kitchen sink". Im not an expert, but for now I pretty Its a remake of the robot from "The Jetsons” known as Rosie. Shes working on a W125 Mercedes Benz F1 Hi everyone! My name is Alex. car from 1937. Rosie was a matter of a I’m a soon to be 33 year old few hours, the basic car took me graphics designer from the about 3 days. It has suspension, and Netherlands. I never write any through some parenting and tracking, articles on software or other it really works! Rendering this picture tools, but since its for on 1280px took about 3 minutes, so Blender...I might have a go! its too heavy for doing some much know how to model anything. Ic animation (for now!)by - Alex van Ophuizen I came in contact with 3D in general an texture it, do some basic rigging somewhere in 2005. A friend of mine (I’m gonna buy the DVD on rigging To sum things up, I cant really point showed me "Sketchup", a 3D soon!) and some animation. I know out a favorite tool, except for the modeling tool from (back then) some basics of the particle system and handling of Blender in general. The @lastsoftware. Its a great, easy to had some fun with the fluid-engine. way the mouse works (reverse) and all learn program! If you like making My computer is not state of the art, so the keyboard shortcuts... it can take architectural stuff, this is a great way due to lack of computing power, Im a some time to get used to, but its sure to do it! Most people know it from bit stuck at a certain level. worth the effort! working with Google Earth. It has is limitations though... (so do I, for that I will never work with another matter, haha), and I wasnt able to program again! (Seriously!) create nice organic shapes. My compliments to every modeler out The same friend pointed me to 3ds there who made it to the Blender Max, but I didnt like it from the start. I gallery. Its quite amazing what you stopped trying soon after. He guys posted! apparently saw some potential in my skills, and kept pushing me to try Kind regards, a big fan, something else. He showed me the Blender.org site and even bought me Alex van Ophuizen For now I just love the basic modeling. the official Blender 2.3 manual! Ever It gives me enough room to create "aka" DesignsbyALX since then, my poor girlfriend doesnt what I want! I dont use any outside get as much attention as before! I can rendering programs, I do everything www.blenderart.org Issue 32 - Spring is Sprung
  • 33. 33 film is made of mistakes over story, technical deficiencies are less mistakes. My only aim with this advice important. is to help you save time by avoiding some of those mistakes. During a long project, something terrible is likely to happen to you. At some point, you will get bored of it. To 1. Write a good solid story maintain your own focus during a I recently finished my first long The first step is to have something to long time, it’s important for you to project. It’s a short film called tell. When I started thinking of making believe in your own project. So take 21:00 [1-3] made with Blender this movie, my first approach was to some time to write a good script. 2.48. When I started working on make it with a real camera and real it two years ago, I used PovRay actors. But some scenes were too for all my digital works. I knew 2. Sketch a Storyboard dangerous to be made with real that this project was going to be too people so I decided to make it Creating a storyboard is something complex to be made with PovRay so I digitally. I changed the technique, but everybody suggests and no one doesby - Enrique Sahagun started looking for an open source the story survived that change. but this is particularly important for Maya-like suite. Then I found Blender digital films. Sketching the movie with and it was like an epiphany. What I mean is that the key point of simple drawings is essential to making a movie is to have a story to develop the visual appearance of your As you can imagine, the last two years tell. It’s easy to find videos from digital film. Even if you know exactly how the have been a long learning experience. artists that are technically jaw story is going to develop, it’s On the one hand I discovered the dropping. Many short movies are just important to understand that there huge technical power of Blender. On incredible visual exercises. That’s OK are still thousands of ways to transmit the other hand I had to learn how to and sends a great message that this it through a film. The duration of the make a movie and take the story I had shots, the position and motion of the in my mind and get it into frames. camera relative to the action, the After these two years I haven’t learned lighting and the use of flashbacks can enough about Blender to make a good all dramatically change the perception technical tutorial. What I can do of the story. A storyboard is essential instead is give you some advice on to state the final visual aspect of your how to face the problem of making a movie. Plus it also helps to keep movie. things tidy (see point 5). Of course, I will talk about my own But in a digital film there is an even experience which is that of a single can be done and I’m good enough to more important reason to make a guy making a nine minute short film, do it. But a car transforming into a storyboard. If you know where the from the script to the final sound edit. robot or a house burning is not a camera points in every scene and how I’m not a film director and my short story. Besides, if you have a good wide the shot is, you’ll know from the www.blenderart.org Issue 32 - Spring is Sprung
  • 34. 34 very beginning which and how many elements the position and motion of the camera. You between them [9]. will need to be modeled. And believe me, this will learn a lot of useful tricks just by studying will save a lot of time. For example, when I a single movie. 5. Keep things tidy. started working on my film my instinct told me to fill the 3D space with lots of detailed Think of this. You want to make a 4 minute 4. Don’t respect the general lighting. short film. That’s six thousand frames (at objects as if it was a real space. However many of these objects did not appear in the Don’t be afraid to change the lights for a single 25fps) and about 20 to 40 different shots. My final film. If you first think where the camera shot. In a shot, lights can be divided into two approach is to create a blend file for each is going to point and what the frame contains, groups: general lights and correction lights. shot (previously defined in the storyboard). you’ll be able to make a precise list of the The first group are those defined by the This allows me to keep things tidy. If you save models you’ll need. physics of the scene (the sun, a lamp, the each shot in a different blend file, you can radiosity, etc). The second group are those correct them (if needed) by changing a small that belong to a particular shot and they are number of keyframes. On the other hand, if 3. Learn how to move the Camera used to correct the lighting of the first group you create a very long sequence, with camera One thing I learned making this movie was when needed. If your shot is not properly changes in a single file, a simple modification how important the camera was. It may seem illuminated, don’t change the configuration of in the middle of the action can be painstaking. that knowing the story you want to tell and its the general lights; use the correction lights. evolution in time is enough to make a movie. Actually, this is the technique used in real Another interesting technique is to create a You could place the camera or move it with no movies. master blend file with all the pieces of your rule but to capture the action, and your film animation as they are rendered in the video would be OK. But this is completely wrong. sequence editor (VSE) to have a global idea on The first thing you notice when you make your how things are going. first digital shots is that they don’t look like those you see in real movies. 6. Previews, previews and more previews! It is important to understand that the camera Make as many previews of your shots as you critically affects the way a story is told. Where can. Not only for single shots but for whole the camera points, its position and its motion, sequences. Prepare several shots, “make a all add a new layer of perception to your camera view render” and put them together story. This perception has been defined along with the VSE. This will give you a perfect idea one hundred years of movie making. That’s of the quality of your shots and will allow you why it is important to learn the basics of But be careful. You can change the light, but at to make corrections on the camera motion or camera framing and the meaning of shots. the same time it is important to respect the on the duration of the shots before you tackle There are lots of articles on the Internet on shadowing of the general lighting and the the final high quality render. the subject [4-7] and also comments on the general colour palette of the movie. If you technique of particular directors [8]. But I make strong changes in the lighting between 7. Take advantage of post-production recommend a simple exercise. Take a film you two shots, you can break the connection like and watch it carefully paying attention to When I started working on 21:00 I didn’t paywww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 35. 35 much attention to the Node Editor. This was result sometimes looks a bit absurd. The completely wrong. The light and textures you animation then seems to be wrong. use on your scene are very important. and Sometimes it’s because it lacks the sound their final aspect can be improved or powered effects. The sound not only empowers the using the Node Editor. In addition to tuning images, it also completes their meaning and the brightness, contrast and blur, you can also helps the audience to understand and believe make sophisticated colour corrections. So what they are watching. before making the final render, play a little with the Node Editor. The same happens with the music. Music helps to drive the feelings of the audience to The same happens with the VSE. Explore its where the director wants them to be. A sense possibilities because it allows the addition of of sadness, violence or stress can be created very complex effects. For instance, the muzzle by choosing the right piece of music. flash of a machine gun can be painted in the GIMP and then added using the VSE. The Film The message here is the following: don’t lose http://vimeo.com/20367421 your mind trying to model or simulate everything. There is probably an easy way to do it using a post-production trick. 8. The Sound and Music Sometimes when you watch some finished shots you think: “this is not what I was expecting.” For example, if you animate a guy shooting a gun, or a car skidding, the finalwww.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 36. 36 E For those projects requiring more entire social rendering experience. privacy, rest assured that there is a arly March of 2011 marked private setting for uploading and socially Among the many community-based the launch of the new social rendering animation projects.  While suggestions, RenderWeb’s roadmap rendering platform, RenderWeb private projects have the lowest priority includes integration with commercial (apps.facebook.com/renderweb). within the queue, if multiple personal animation software, additional image The viral expansion of the computers are volunteered to render output options, a standalone applet, RenderWeb Facebook App that private project, a “private” render more user-defined controls, and a finely immediately began changing the farm can be created. tuned media-centric layout. Further way Blender hobbyists and small- down the road, RenderWeb is also studio animators render their From a Volunteer stance, RenderWeb interested in opening up the data to projects.  In essence, RenderWeb allocates projects based on the existing make it more available for external is a free online rendering farm for relationships within Facebook. Volunteers developers. This would allow for plugins, the Blender animation software, render their own projects first, their widgets, and possibly a RenderWeb powered by social relationships friend’s projects second, then random screensaver for passive volunteering. public projects within the queue andby - Nathan Moyer within Facebook. finally, private projects. Thus, the more We hope that the integration of Facebook By integrating community-based friends an animator has, the higher the with social rendering will redefine social rendering within Facebook, RenderWeb potential for computational power. computing. RenderWeb connects has simplified the process of both Volunteers can also directly select a animators with new friends, new volunteering computers and harnessing project of their own choosing from the communities, and new computational potential volunteers.  With the simple queue to render. resources. With this shared, community click of a button, numerous friends, effort, rendering will no longer impose a family members, and colleagues can By utilizing the RenderWeb Facebook bottleneck in our creative and 3D donate their computer’s extra cycles to application, a whole world of untapped pipeline. We will all have ample render animations. computational resources can be computational power to render allocated. There are no installs, no everything that our production and RenderWeb not only allows the complicated instructions, and no creativity demand. collaborative effort of rendering projects, complex procedures limiting accessibility. but also instantly shares newly rendered Anyone can volunteer, and anyone can The RenderWeb Team is currently animation videos with the community. render. comprised of Adam McMahon Once rendered, the original animator can (developer/founder) and Nathan Moyer download a ZIP file containing the high Since its launch, RenderWeb has been (designer). Adam McMahon is a PhD quality images while the whole creating a roadmap for the future. Over candidate at the University of Miami, and community begins to share and discuss the past two months, the community has Nathan Moyer is owner and designer of the newly rendered animations. offered numerous suggestions about Light Made Liquid, LLC RenderWeb also offers the ability to how to improve the social rendering download the web-friendly M4V video file experience. With this, RenderWeb has The RenderWeb Team can be reached at so that animations can be posted to begun its natural evolution; responding Contact@RenderWeb.org. other locations (like YouTube or Vimeo). to the community in order to better the www.blenderart.org Issue 32 - Spring is Sprung
  • 37. 37 F Logos. Since these toics are the one which are most important to an or a budding artist and or designer graphic designer, the book here offers nothing comes close to figuring out a good resource for an beginner to an every nook and corner for features intermediate level designer. It is and hidden tools in a piece of structured towards learn and practise software. and the tasks are not difficult at all at the same time they introduce you to The book Inkscape 0.48 Essentials for the tips and tricks of using Inkscape Web Designers is such a book which features and tools effectively. such readers will find enjoying simply because it have so much explanation Finally it also touches upon Inkscapes on various features and tools available geeky side in a chapter that deals with in Inkscape. XML Editor in Inkscape. Followed by a small chapter in producing simple This book starts of by explaining the animation by combining Gimp into the very basic of Inkscape to users and the work-flow and finally a chapter on way it does will delight the readers extending Scribus functionality by who have almost no previousby - Gaurav Nawani Plug-ins and scripts. experience to a Vector drawing tool. A good read mostly for some one Second chapter bring the reader to looking for innards of Inkscape but the main topic of the book designing a not for experienced readers, unless website from within Inkscape. they are turning towards Inkscape after using other vector applications. Inkscape offers some very basic set-up for slicing and outputting website One thing that also needs to be said is code so this does not really conveys that this book is not a thorough web much in terms of a tool for a web- designing guide as almost the title designer however the other tools that seems to imply rather it provides few help him design the various graphic very basic website examples and how elements required in website are Inkscapes modest slice tool can be of gradually introduced in following some help, and while doing so it chapters. makes you learn Inkscape well. Most exciting part is the three All in all a good read, so if you think chapters on Text Styling, Wallpapers Inkscape is your thing give it a go you and patterns and Building Icons and wont find it lacking www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 38. Here is how - Images inside a PDF are a strict no, but a pdf document with images if provided to show how the Disclaimer - Tutorials explaining Blender features, 3dconcepts, author wants the formating of doc will be techniques or articles based on the focused theme of appreciated. the issue. - Make sure that screenshots are clear and readable - Reports on useful Blender events throughout the and the renders should be at least 800px, but not world. - Text should be in either ODT, DOC, TXT or HTML. - Cartoons related to blender world. - Send us a notification on what you want to write and we can follow up from there. - Please include the following in your email: - Name: This can be your full name or blenderartist avtar. - Images should be properly cut and represent the text appropriately. - Photograph: As PNG and maximum width of 256Px. (Only if submitting the article for the first time ) - Images should be provided seperately in a folder named (images, img or pictures). - About yourself: Max 25 words . - Images should be named/labled likewise (image1 or - Website: (optional) img1 etc). Note: All the approved submissions can be placed in - Provide proper captions for images if and when the final issue or subsequent issue if deemed fit. All needed. submissions will be cropped/modified if necessary. For more details see the blenderart website. - Image format prefered is PNG but good quality JPG can also do. BA takes no responsibility fo the material in any form and the submission will automatically mean that - You can submit inline images in documents like you have agreed to the blenderart terms and DOC or Openoffice ODT etc but make sure the conditions for submission for more information images were properly names before importing them please do read the disclaimer. in docs.
  • 39. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 40. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 41. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 42. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 43. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 44. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 45. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 46. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 47. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 48. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 49. www.blenderart.org Issue 33 - Everything but a Kitchen Sink
  • 50. www.blenderart.org Issue 33 - Everything but a Kitchen Sink