Modeled in - Maya
Render in - V-Ray
Texturing in - ZBrush
A previous render and a modeling time-lapse can be found HERE
Nath's digital art blog of tests, experiments, notes and practice sessions.
Showing posts with label Polygon. Show all posts
Showing posts with label Polygon. Show all posts
Friday, 9 February 2018
Thursday, 12 October 2017
Blender modeling Notes
Click HERE for an older interview with Ton Roosendaal. It gives some history and context to blender.
Note: Page last added to on 18/10/17

Hotkeys:
Navigation:
- MMB = Orbit
- Ctl + shift + Middle Click /or/ Scroll Wheel = Zoom
- Shift + F5 = Viewport
- 0(numPad) = Camera Mode (Enter/Exit)
- 5 = Orthographic Perspective
- 1/3/7(numPad) = Front/Right/Top View
- Ctl + 1/3/7(numPad) = Back/Left/Bottom
- Home = Frame All
- .(numPad) = Frame Selection
- Shift + C = Reset Viewport
- Shift + F = Video Game Navigation
- /(numPad = Frame Selection
- Z = Wireframe
- Alt + Z = Toggle Texture/Shader
- Shift + Z = Toggle rendered/Shaded
- (Shift + B + release) + Drag = Zoom into Portion
- Shift + A = Add Objects
- Ctl + Tab = Switch Edge/Vertex/Face panel
- Tab = Edit Object Mode
- Left Click = Move 3D Cursor
- Ctl + A = Apply objects transformations (like freeze trans)
- Y = Edge Split
- Ctl + 1/2/3/0 = Subdivision Amount
- Ctl + # = Add Subdivisions
- U = UV uwrap
- K = Knife Tool
- I = Inset
- E = Extrude
- Alt + M = Merge Vertices (options panel ex: merge to centre)
- Ctl + R = Loop Cut(Scroll wheel to add loops - pre right click)
- Ctl + J = Join Objects
- Ctl + B =Bevel (scroll for subdivs)
- G + G = Slide Vert/Edge/Face
- V = Rip
- Alt + V = Duplicate Edge Loop on Object
- F = Fill/Bridge Edges/Verts
- P = Separate Selected (Verts/Face/Edge)
- G + O = Offset and slide vert across edge
- D = Draw Tool
- Click + Drag = Add
- Shift + Click + Drag = Subtract
- F + Drag = Brush Radius
- Shift + F + Drag = Brush Strength
- C = Clay Brush
- 2 = Clay Brush
- G = Grab Brush
- 7 = Grab Brush
- I = Inflate/Deflate Brush
- 8 = Inflate/Deflate
- Shift+5 = SculptDraw
- Shift+6 = Smooth
- S = Smooth Brush
- Shift+C = Crease Brush
- L = Layer Brush
- 9 = Layer Brush
- M = Mask Painting
- 0 = Mask
- K = Snake Hook Brush
- Shift+T = Flatten/Contrast Brush
- P = Pinch/Magnify Brush
- 1 = Blob Brush
- 3 = Clay Strips Brush
- 4 = Crease Brush
- 5 = Fill/Deepen
- 6 = Flatten/Contrast Brush
- Shift+1 = Nudge Brush
- Shift+2 = Pinch/Magnify Brush
- Shift+3 = Rotate
- Shift+4 = Scrape/Peaks
- Shift+7 = Snake Hook
- Shift+8 = Thumb
Moving Objects:
- G = Move (+ X/Y/Z to Constrain)
- S = Scale (+ X/Y/Z to Constrain)
- R = Rotate (+ X/Y/Z to Constrain)
- G + 5 = Move 5 Units
- R + 2 = Rotate 2 Units
- W = Panel (select Bridge)
- Shift + C = Cursor at 000 (plus frame focus)
- A = Select/Deselect All
- B(release) + Drag = Box Selection
- B(release) + Drag + Shift = Box Deselect
- B(release) + Left Click(drag) = Rectangle Select(add)
- B(release) + Middle Click(drag) = Rectangle Select(Remove)
- C + Left Click = Circle Selection(add) - (+ Scroll for Circle Radius change)
- C(release) + Shift = Circle Selection(remove) - (+ Scroll for Circle Radius change)
- Ctl + Left Click - Lasso Selection(add)
- Ctl + Shift + Left Click - Lasso Selection(add)
- Alt + Right Click = Select Edge Loop
- Ctl + Alt + Right Click = Select Edge Ring
- L = Select shared Verts/Edges/Faces
- Ctl + +(numPad) / -(numPad) = Grow/Shrink Selection
- H = Hide
- Shift + H = Hide Unselected
- Alt + H = Unhide
- X = Delete Panel
- Shift + D = Duplicate
- Alt + Shift + D = Duplicate
- Ctl + Alt + Z = Undo History Panel
- Shift + S = Snap Cursor to Selection
- Ctl + Shift + Alt + C = Set Origin (Geo to Origin/Origin to 3D cursor etc)
- Shift + S = Cursor options (ex: Cursor to center)
- Alt + A = Play/Pause
- Shift + Alt + A = Play in Reverse
- Left/Right Arrows = Next/Previous Frame
- shift Left/Right Arrows = Beginning/End of Timeline
- Shift + Up/Down Arrows = Jump Forward/Back 10 Frames
- Shift + Spacebar = Window Focus
- Ctl + Ring Arrow = Scroll through window setups
- Shift F4 = Python Console
- Shift + F10 = UV Unwrap Window
- F10 = Image Window
- Shift + F7 = Editing Window (modifiers etc)
- N = Transform Window Toggle
- T = Tool Bar Toggle
- Ctl + I = Invert Selection
- Shift + F9 = Outliner
- Shift + F3 = Node Editor
- Shift + F11 = Text Editor
- Shift + F7 = Properties Editor
- Shift + F2 = Logic Editor
- Ctl + .(NumPad) = Object Focus
- Spacebar = Search Menu
- M = Move object to Layer Panel
- 1/2/3/4 etc = Layer number

Hotkeys added:
- Ctl + ` = Smooth Shade

I'm used to the way the Maya Viewport looks so I installed the following "Maya Lover" Theme from Here. It's just cosmetic but I like it.

Modeling Practice - Ant (I'll document my first modeling attempt in blender)
- Shift + S to center the cursor via the panel
- Shift + A to add - mesh - cube

- Ctl + R to place a loop cut through the center of the object
- Z to make the object transparent (so we can select the back faces)
- 1(numpad) to switch to front view
- B + Release + drag for rectangular selection of left side faces

- Spacebar - "type add m" bring up the add modifier panel
- Add mirror modifier


- To constrain the central verts to the Y and Z axis we need to enable "clipping":
- To see the mirrored mesh we need to turn on "cage to modified result":

- Show the back facing verts so we can select them
- Base mesh for the head, abdomen and thorax.


- Extruding some legs

- Within the transforms window(N) / display / Shading there are a number of Metcap shaders which are excellent for picking up surface imperfections while modeling.

- Subdivisions with cage

- To isolate an area for modeling the details we select the faces we want to isolate and Shift + H.

- A little more tweaking

---------------------------------------------------------------------------------------------------------------
Testing Out the Sculpt Brush
- Before starting to sculpt - Apply Mirror Modifier and delete Subsurface Modifier if we are starting from a model created with the above method

- Spacebar + "add m" to add modifier Multiresolution

- Switch to sculpt mode
- For roughing in a sculpt we can switch to Dyntopo

- Choose Brush and start sculpting

- Hotkeys of Note: F = Brush Radius Shift F = Brush Strength
- Sculpting from a poly UV Sphere, (in Dyntopo mode), allows us to sculpt in a similar way to zbrush - as we would in real life with clay.

Once we are happy with a Dyntopo sculpt we can retopologize the mesh in one of two ways:
- The easy way is to buy a script like "RetopoFlow" which appears to be similar to Maya's quad draw tools.
- The second/free way is explained HERE by Zacharias Reinhardt.
- Create plane with cursor at 000.
- Ctl + R to slice in half / delete Left Side
- Add Mirror modifier / enable clipping
- Add Subsurf modifier / set as simple (not Catmull-clark)
- Add a Shrink Wrap modifier / choose target mesh / set the offest to .002 / enable "keep above surface" / make sure the triangle icon is enbled so that we see the Verts.
- To avoid selecting verts on the other side - (alt + b = Clipping border) - (alt + b to remove clipping border).

- choose brush mapping style

- We can use a stencil - (note hotkeys: RMB = move stencil / shift + RMB = Scale Stencil / Ctl + RMB = Rotate stencil)

- Some details added to the mesh with alpha brushes

- With a shiny gold met material we can see more details

Modeling with Blender's Skin Modifier
Setup:
- Create plain(shift + C to center Pivot) / Alt + M / Merge at center / Edit Mode / Spacebar/"Add Modifier"/ Mirror/Skin/SubDiv
- Extrude + G + Move / Ctl + A(x,y,z) for Scale / Ctl + R = Add Vert
- Starting with Torso and Feet - a little bit tricky

- Attempt at constructing the hand

- Base mesh completed

- From here we could use the sculpt tools to refine the character and then retopologize the mesh once we are happy.
- Clay Brush / Area Plane
- Dyntopo Enabled / + Subdivide Edges / + Brush Detail
- Ogre type creature created from the base mesh using the above brush settings
Blender is a much loved, free and open source 3D application with a thriving user community. It was originally created by Ton Roosendaal as an in house software tool at NeoGeo - an animation studio he co-founded. It was later released as free creation tool.
Visit:
Open Project Films created by the Blender foundation:
Monday, 25 September 2017
Experiments in creating organic shapes from particle motion and curves

- Particle set up for testing

2. Turn these particles into curves. There are two ways to do this.
The first way involves expressions which allow the curves to be draw in real time. 3D Splanchnic has a tutorial showing what to put where. Watch it HERE.
code for expressions:

(update: if ( frame%10 == 0) is simpler)
The second is a script. Bryan Woodward’s 'ParticletoTube' Script for Maya makes tubes out of particles by first creating curves. The first part of the script loops through the timeline frames for "theParticle" and then uses a nested loop to capture each "particlesPosition" and draws each curve form the "pointList". Read about the script HERE:.Code:

Now curves can be generated from the particle positions:


3. Finally a script is needed to turn these curves into organic looking geometry. Andrew Tubelli has a nice script for doing just that. Download it from his site HERE. The code simplifies what would be an annoying task by adding a UI with a few friendly sliders:

Completing the process via the Maya UI instead of the script:

The code rebuilds the curves based on "arcLen", creates nParticles for the curves and evaluates a mel command to create polygons with the ability to set attributes Via a UI.
Note: Some variable Changes are occasionally needed. For example the curves generated by particles can be excessive - Try changing the (arcLen)*5 to say (arcLen)/5 or adding it into the UI.
I also needed to up the '.maxTriangleResolution' count.Example:
4. A few shapes generated by moving a passive collider around so as to alter the particle motion..
5. Now an experiment just from wires. I used a skull I previously modeled to draw curves on and then turned the curves into geometry.
Preiew render experiment
Labels:
algorithms,
Hyperlinks,
Math,
Maya,
Mel,
nParticles,
Polygon,
Practice Session,
Python,
Scripting
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