Modelling Process – Flask | Development

Intended Outcome:

  • Create a simple but realistic thermos flask.

Problems I encouraged and how I overcame them:

  • I began this model with a cylinder roughly the thickness I wanted the flask to be, then extruded it to resemble a basic thermos flask. I made sure to constantly refer to a reference image as I created the base of this model, and created indents or extruded as necessary, not focussing too much on the details as of yet.
  • At the bottom of most stainless steel flasks, there is a slight indent around the bottom. Instead of creating just one slight mark, I chose to widen it to a thicker indent, allowing for more detail opportunity when texturing this piece. I used a rather simple and inaccurate method of creating this, choosing to use loop cuts and extrude parts around this portion. While inaccurate, this detail is small and therefore difficult to notice, making me allow myself to get this result without focusing on measurements. The overall effect works well for this model.

71sG4JYUHkL._SL1500_ Screen Shot 2018-04-22 at 14.54.07

 

  • The lip at the top of a thermos flask was also a detail I had to interpret. while I struggled to make this part of the model resemble my reference image exactly, I still managed to use the extrude and scale tools to create a convincing break between the base of the flask and the lid.
  • To create the lid, I firstly placed loop cuts towards to top of the model, before using proportional editing. I initially struggled to taper the top the correct way and consulted the blender community on how to create my desired effect. On researching this method, however, I remembered a quicker way to bevel the top and make it bear resemblance to my reference image.
  • To complete this model, I added a subdivision surface modifier to smoothen the surface, I bevelled any edges that were too harsh, and I ensured that the normals of the mesh had an auto smooth angle of 30 degrees.

Where to go from here:

  • After completing this rather simple model, and refreshing my workflow speed in Blender, I aim to focus on my more complex assets.

 

Timelapse:

Final Model:

Pinning Fabric | Development

One initial struggle I had when experimenting with creating fabric in Blender was what vertices to pin and how to pin them. After experimenting with basic, but not ideal, results, I consulted the Blender community on Youtube, finding the following tutorial by CG Cookie.

What was unique about this tutorial was how CG Cookie used weight painting to pin the sections he wanted to. Not only does this allow him to pin the exact points of which he wants to pin, but he manipulates the strength of the weight painting in order to apply a diluted effect to other parts of his model. This allows him to add detail to his model, without restricting the strength of the effect to %100 or %0.

ON watching this, I experimented with this method of pinning fabric and gained the following results.

I quickly made the following set up:

 

Screen Shot 2018-04-22 at 14.18.01

 

I initially experimented with using just red and dark blue values. This was quick and easy to assign:

 

As I had already relied on the system of having just two values – pinned and loose – I added strips of green into this set up, a value that falls roughly inbetween red and dark blue. The effect was interesting, and allowed for more modelling capabilities in what I thought to be such a restricting effect:


 

Sources:

– CG Cookie (2017). CGC Classic: Creating a Pup Tent pt.1 – Modeling (Blender 2.4).

Available at: https://www.youtube.com/watch?v=mNgOLmhxtLg [Accessed 22 Apr. 2018].

Creating a Modern Tent – Trial and Error | Development

Although I have previously worked with many of the physical effects Blender has to offer, I had only used the cloth effect to create a simple sheet of material. Because of this, I had not idea how the feature would effect differently shaped meshes, and decided to do a little bit of experimenting on how to use the effect to gain the best result I could.

Because my initial plan was to create a modern pop-up tent, the following experiments were used to try and recreate the above reference picture. Although my idea changed, the trials I describe in this post helped me to understand this specific modifier to a higher level.

milestone-2-man-dome-tent-orange-32

During my experiments, I tried the following methods:

* Cylinder to cone

* Sphere

* Select pole vertices and make a face

* Plane

* Cast Modifier

Cone & Cylinder

When begging to experiment, I firstly wanted to see which mesh would be most appropriate to begin with. I initially thought a cone shape might be a good start, but although the cone is triangular, I wasn’t able to subdivide or loop cut to create detail in my cloth, so I opted to create a cone shape out of a cylinder. In my first few attempts, I began by trying to make each section with one large shape, but as I carried on it proved rather difficult to do so, so I often used the initial shape to model around the shape of the poles, then deleted the vertices I sins need until there was enough to fit one of the four sections of my tent.

I began by scaling the cylinder so that the top and bottom points matched the curvature of the tent poles. After this, I created loop cuts to add detail for when I apply the cloth simulation, then began to scale each section to again follow the curvature of the tent poles. Afterwards, I needed to scale and alter the whole dome until it encompassed each corner of the frame, and deleted faces so that I was left with just the right amount for one panel. After separating these faces by selection, I created a vertex group to add pins in the cloth simulation, and was left with this following result.

 

Cone:Cylinder Method 16

 

Sphere

As above, This was initially an attempt to create all four panels at once, deleting the bottom half of the sphere and working with the top half. Once I had scaled and altered the sphere to fit comfortably into the tent poles, I deleted faces so that only one panel was visible, in a hope to focus on this individually and duplicate it for the rest of the tent. As I began to refine the details, I found it difficult to get the mesh to move as I hoped when using proportional editing.

Sphere Method 12

 

Create a face

Another method I attempted to use was to use the vertices from the poles to create a face and model that mesh. After selecting the points along two sides of the inner sides of the pole, I simply pressed [F] to make a face and copied the selection to form a new object. This then proved to be ineffective as I was unable to subdivide the face of this mesh, causing no movement when the cloth physics were enabled.

Plane

This method seemed to work most efficiently, an was the simplest to do. I simply created and subdivided a plane, rotated and scaled it to create a triangle that was the width and height of the frame of the tent, before using proportional editing to curve the mesh to fit the curvature of the frame. The initial proportional editing was effective, however I still needed to make alterations in order for it to look more natural. I struggled to fit the frame exactly, but with a bit more time and attention to detail, it could be achieved.

Plane Method 13

 

Cast Modifier

I found a rather helpful tutorial online that explained a way to create a modern tent precisely and with one mesh. This method proved easy to follow and introduced me to new features of blender I had not yet used yet. I did not follow this tutorial fully, but I gained a result I was very happy with. Had I chosen to create a modern tent with this shape, I would have used this method, however, would need to experiment with how to create detail on top of this mesh to make the model more realistic. For example, creating a zip and an open door would be difficult so I would need to consider using one of the other methods I have tried for this panel.

Cast Modifier Tutorial

 

 


 

Sources:

– Blender.stackexchange.com. (2017). How to model a Dome Tent?. [online] Available at: https://blender.stackexchange.com/questions/41982/how-to-model-a-dome-tent [Accessed 27 Mar. 2018].

Physics in Blender | Research

In order to create a subtle animation, I decided to experiment with the physics types Blender has to offer. The software can add effects anywhere from generating particles, smoke, wind, and even creating fluid simulations that can resemble jelly.

Within blender, you have the option to add simulations to your models that imitate ‘real physical phenomena’. These include the following:

* Particle Systems – Can imitate many things; flocks, hair, smoke.

Particles 1

* Hair – A subset of Particle Systems, this can be used for other strand-like particles such as fur, quills, and grass.

Hair 2

* Soft Bodies – Great for items that deform in reaction to gravity or collision with other objects, such as skin or rubber.

Soft Body 1

* Cloth Simulation – A subset go Soft Bodies, this option focuses on creating the effect of cloth types, from silk to denim.

Cloth Simulation 1

* Rigid Bodies – Simulates rigidity in objects.

Rigid Body 1

* Fluids – Simulates liquids and gases.

Fluid 1 Fluid 2

* Force Fields – These modify the behaviour of simulations. Force types include Wind, Magnetic, Drag, and Turbulence.

Force Field 1 Force Field 2 Force Field 3

Here are examples of how each of the above simulations can be used in Blender:

 


 

Sources:

Blender-manual-i18n.readthedocs.io. (2018). Introduction to Physics Simulation — Blender Reference Manual. [online] Available at: http://blender-manual-i18n.readthedocs.io/ja/latest/physics/introduction.html [Accessed 13 Feb. 2018].

Relevant Artists – Zacharias Reinhardt | Research

When looking for inspiration, I turned to other artists that also use Blender to create their projects, and was directed to 3D artist and ‘Blender Foundation Certified Trainer’ Zacharias Reinhardt. Zach managed to turn a hobbit he had had since he was a child into a freelancing career, using Blender to implement 3D content into his and his brothers short films and experimenting through the process of trial and error.

After a while, Zach switched his main 3D tool from Blender to Cinema 4D, but soon switched back once the interface was revised in Blender 2.5:

“I fully switched to Blender, since it is free of charge and offers a lot of professional features. There was no reason for me to stay with Cinema 4D any more.”

Zach’s 3D artwork has been featured on various internationally known websites and journals, including the likes of Artstation and Sketchfab, and also hosts his own creator contests where he encourages artists to participate in bi-weekly competitions that will help  to improve their artistic skills.

Zach’s Portfolio

While Zach’s personal story is inspiring, his 3D art is the real reason I chose to discuss his work. Two projects of his caught my eye right off the bat, his entries for Humster 3D Car Render Challenge and Artstation 3D Transport Art Challenge. Zacharias also offers a number of tips and tutorials on his website, some of which I would highly consider using within my final project.

“Final Takeoff”

“A grandfather and his grandchild had builded this flying car. Now, after months of hard work, finally it takes off. The old Trabant was decaying in a shed, but now it is put to good use again.”

The following images formed his entry for the Humster 3D Car Render Challenge 2016, for which he won a special prize from PolyBrush for the most creative work.

zacharias-reinhardt-final-takeoff-clay zacharias-reinhardt-final-takeoff-render-big-compressed

“The Journey”

“A traveller and his dog are waking up early in the morning to start another day on a long journey. My idea was to put a self made robot vehicle (Lada + trailer + robot legs) into a nature scene with a sunrise/foggy mood.”

This render was created for an Artstation Challenge titled “The Journey”. Zach was awarded 3rd place in the Artstation 3D Transport Art Challenge.

zacharias-reinhardt-the-journey-final-ultra-high zacharias-reinhardt-vehicle-rendzacharias-reinhardt-the-journey-solid-2 zacharias-reinhardt-the-journey-wire

The main reason both of these projects stood out to me above his others was the way he takes manmade items that aren’t ever normally seen together and not only makes them work together, but adds the elements of nature through the texture and other physical effects. The creativity behind these projects is a key inspiration for my project, his initial sketches and development process is equally as impressive as the final process.


 Zacharias Reinhardt – Portfolio 


Sources:

– Reinhardt, Z. (2018). Zacharias Reinhardt – 3D Artist & Blender Trainer | Free Blender Tutorials, Blender Products & 3D Artworks. [online] Zachariasreinhardt.com. Available at: http://zachariasreinhardt.com [Accessed 20 Feb. 2018].

– Reinhardt, Z. (2018). Zacharias Reinhardt. [online] Zacharias Reinhardt – Artstation. Available at: https://zreinhardt.artstation.com [Accessed 20 Feb. 2018].