Archive for category 3d model
I know what most Blender-heads would say, version 2.63 has been out for a while. I have been comfortable with the workflow of 2.49, got it tweaked in a way that’s familiar, and what happens ? The folks at Blender.org decide to put their efforts into overdrive with version 2.5x and then 2.6x. I had a copy of 2.57 a played with it on and off, but now its version 2.63, (this time next year it might be up to 2.89). I figure I would give the latest version a shot (thankfully they[the Blender Illuminati] have a solid foundation in place where older blender files work well(with minimal effort) on newer versions). So I gave it a try, to do a character from scratch … the verdict…extremely polished. From the features, UI, and extremely flexible setup, 2.63 looks and feels like “top shelf” pro-grade software. And in a matter of a couple of hours, I had one more reason to make my nephew laugh.
After taking a look at some seriously inspirational mythological creatures I figured I would give it a try. Grabbing paper and pencil (yea, I know, old-school) I set out to do a rough sketch(followed by a few 1.0E3 more). And after a while came up with…
then imported the sketch into Blender as a background and set to work. After a few hours, I came up with this after some basic rigging, but prior to starting the texturing / UV process…
It’s not even close to being complete. The biggest problem are the serpents, I probably need to remove them and create one standard serpent with rigging, add more length to the tail and then work from there. I always wanted to do a Greek mythology concept that closely followed the classic stories .
I was working on this while my nephew was visiting and he always gets a laugh out of watching me setting up animation keys in Blender. A concern that I have is when my nephew said that the model looks “familiar”.
I have also just finished a 2D map of the town, Tinyville. It has the layout of the parks, farms and buildings that will be accessible during the game. So I’m in the process of creating scenery and buildings, while also trying to structure what types of mini-challenges and upgrades will be available at the farms and parks.
Just a very basic attempt at UV mapping on a very simple shape, a cylinder, which then turned into a shield and 2 render images, one in Blender and one in Meta. Between the two, Meta took a lot less time to complete but I prefer the look of the Blender render.
Here is the Metasequoia (ver 2.4.8) rendered image
(the scroll bars were mistakenly included)
One of the main things on my mind about this game idea was how the model for Teddy never looked quite right. From the many(very many!) drawings I had tried for this character, the one where he looks slightly younger was always the one that I felt had the most potential. It also brought better continuity to the models of the other characters. After re-creating the model over many iterations, my concern was that Teddy’s model wouldn’t have the features that the drawing had. I would resort to scrapping the existing model and trying to create a new one. But this current model looks like the most promising to date. Blender’s linking process helped speed things up considerably. I was able to create a file with just Teddy’s accessories (glasses, cap, mailbag, scooter, etc.) and then link each new character model to that file to use those objects to see if they worked well with the model.
A comparison of the last two models gives a good sense of the direction taken so far .
Now it’s on to materials, textures, and an armature…
It has been a really long time since any update. I have tried to work out game engine details, pros and cons, compatibility and incompatibility, limitations and advantages. I really like Panda 3D’s flexibility between Python and C++, and the fact that with some crafty work I can get content from Blender into it in egg format. I have thought about using Blender’s GE for experimentation and a short demo.
As for the character models, the dog and cats idea for now is getting replaced with “mutated” alien bugs. The angle I’m looking for is that if I can model 3 or 4 specific bugs and pay attention to body structure, then, I can do some creative combining for more variations. Here is a first draft of the spider I’m working on.
Also have tried to work out an alien form, and keep the poly count low, so far its at about 11k vertices but I’m hoping to bring it down. I have to clean up the body a bit better, because in the profile the alien looks like an over-nuked chicken. At this point I’m posting only a front view (who wants a drum stick?).
My first thought was to put a glow effect on the alien skin and animate it, but if that ends up being too much to handle, I’ll probably tone down the skin and brighten the eyes with a glow effect. Back to Blender! I hate UV-mapping!!!
If anyone has any suggestions on it?
I have been working with Blender for a few years, currently using 2.49b (on the blender site they refer to it as their stable version). The fact that the program is free and it does the job at a professional quality level, raises the question; why wouldn’t you use it? (No answer currently comes to mind.) I was thinking of including a quick (and rough) render shot of one of the character models I am currently working on, I am also considering posting tutorials of either Blender stuff, OpenGL prototype examples. or AI code that has been done in Python 3.2 Still haven’t decided yet. Ahhh … a reason to post more!
One thing I have run into is this bot ( the pic that hopefully attached to this post) has no name. Any suggestions?
Some sites that may be of interest …
blender.org – Blender 3D modeling, animation, GAME ENGINE! (2.49 stable version)
getpaint.net = Paint.NET – The paint program that SHOULD have been included with Windows
(version 3.5.6 is stable – there might be a newer one though)
python.org – Python Programming official web site. (Python 2.7 is stable, so is Python 3.1)
currently using versions 2.4(FX Composer 2.5), 2.6(Blender 2.49), and 3.1(OpenGL stuff)
The terrain render is something I was playing with, the original code for it is from,
“Beginning OpenGL Game Programming” by Dave Astle & Kevin Hawkins – Chapters 7 & 9 on texture mapping.