Scoutship Flyby — #Blender3d and #MakeHuman
Mechanical innards for a Steampunk set piece. #Blender3D #greebles
Updating a villain’s lair in #Blender3D. Still a work in progress.
MoonBot is back. This time he fights a new adversary. #Blender3D physics practice.
I submitted midterm grades at about 11 last night, quickly modeled a new object, and let the animation render overnight.
Kitchen utensils for my steampunk villain’s hideout. #Blender3D.
There’s nothing particularly steampunky or villainous about kitchen utensils, but I am glad I feel well enough to get back to Blender3D.
Vinyl Chairs, Lace Tablecloth, and Stainless Steel Canisters for a Villain’s Lair #blender3D
I’m working with more complex materials, including a lace tablecloth, horrid vinyl chairs, and stainless steel details for my villain’s lair. I need some kind of shaded glass panels under the railing (which seems to be floating on a too-perfectly transparent material). I rather like the two variations of the couch. The upholstering is a…
Making a villain’s lair in #Blender3D (this weekend’s relaxation)
Physics simulation demo: crate made up of mostly loose boards. #Blender3d #design #practice
Physics simulation demo: crate made up of mostly loose boards. #Blender3d #design #practice
As Twinkle Twinkle is to Suzuki musicians, so is a wooden shipping crate to CGI modelers. #Blender3D #design #practice
I have certainly made more complex scenes, but this time, I modeled each board, getting the grain of the wood at least plausibly right on each face, and placing each nail realistically. Following the workflow for creating game assets, I converted the completely realistic 3D simulation with 3D boards and nails into flat images. The…
As Twinkle Twinkle is to Suzuki musicians, so is a wooden shipping crate to CGI modelers. #Blender3D #design #practice
I have certainly made more complex scenes, but this time, I modeled each board, getting the grain of the wood at least plausibly right on each face, and placing each nail realistically. Following the workflow for creating game assets, I converted the completely realistic 3D simulation with 3D boards and nails into flat images. The…
#Blender3D rendition of the bridge of the æthership that featured in the musical #steampunk bedtime role-playing campaign I ran for my kids 2007-2012.
Wooden document holders. Pretty routine, but practice is practice. #Blender3D
Stack of wooden desk trays with metal supports. #Blender3D. Normal map, glossy map; mahogany, walnut and beech variations.
My goal in trying to do an object each day is to familiarize myself with the workflow, so that I don’t have to keep looking at a list of instructions.
My last few #blender3D experiments with wood objects went so well I thought I’d try an object with two materials. The reflective nature of metal means I had to add a “gloss” map — I should probably have stuck with a single diffuse material. Lots of trial and error.
I realized I have turn off the “glossiness” in order to make the diffuse color maps. With four different styles of wood, with two different types of metal, the normal map, and the gloss map, I had a lot of do-overs, but I managed.
Geometry and color maps for wooden desk tray. #Blender3D #practice
The blue image is a “normal map,” which graphics engines use to fake extra details on flat geometrical surfaces. I have different color maps for pine, spruce, mahogany and walnut.
Brass desk lamp, with translucent green shade and glowing light bulb filament. #blender3d
Desk trays, with procedural wood materials by Blendermada. #blender3d
Desk blotters, with procedural leather and wood materials by Blendermada. #blender3d
Steampunk Ex Machina
In the steampunk bedtime stories I used to tell my kids, the characters would embark on Earthbound adventures or welcome a visitor arriving via “the gondola.” Serving the same function as the transporter or shuttlecraft in Star Trek, it could conveniently break down when I needed the characters to be isolated, and it could miraculously…
Greebles make me happy.
Before CGI, filming a science-fiction story typically involved constructing a physical model of a spaceship or planetscape. In order to trick the eye in to thinking you were looking at something huge, model-makers added tiny random bits of detail, often re-purposing off-the-shelf commercial model kits or using any kind of junk they could get their…