No es necesario modelar y texturizar absolutamente todos los objetos visibles en una escena 3D. Una técnica que ahorra mucho trabajo y es muchas veces ignorada es la de crear una pintura matte y luego mapearla sobre objectos simples proyectandola desde la cámara (Camera Mapping).
Creando objetos simples como soporte para nuestra pintura, podemos crear un decorado que desde ciertos angulos se vea exactamente igual que la pintura a la vez de tener cierto grado de profundidad. En este video podran ver como hemos separado en capas los elementos de una pintura matte y luego convertido en texturas estas capas que hemos aplicado a elementos simples como planos y otros modelos de pocos vertices.
Lo único que necesitamos hacer es seleccionar un objeto, y desde la vista de cámara, entrar en modo edicion y hacer un Unwrap con la opcion “Project from View”. Este UV creado de esta manera lo usaremos para mapear la textura correcta que seria la parte de la pintura matte que queremos mapear sobre este objeto.
Para mayor comodidad hemos separado previamente los elementos de la pintura matte usando mascaras alpha en Gimp y guardando estas imagenes como archivos PNG con transparencia. Si es necesario, se puede seguir pintando la textura para incluir partes que quedaron ocluidas al momento de proyectar el UV.
Todos los materiales usados en el matte deben ser seteados como Shadeless, ya que no queremos que la iluminacion de la escena afecte su aspecto (despues de todo se trata de Mattes).
En la última parte del video se muestra como se animó la influencia de una textura procedural Cloud encima de la textura pintada, para dar un efecto de relampagos.
From now on I’m going to be coming at all my sketching from a spaceship or science fiction point of view, because it seems to be what the vast majority of visitors to this site want. Every week I’ve been producing sketches for an art challenge called Illustration Friday, and these sketches are going to be no exception to the new sci-fi spaceship ethos of the site.
The word this weak on Illustration Friday is “perspective” and this seems the easiest thing in the world to turn to a spaceship theme, after all it is very common for a sci-fi artist producing an illustration for their spaceship design to show off it’s vast size by adding exaggerated perspective to the image.
I’ve done something similar in the image above, by exaggerating the perspective of the spaceship in this image I have added to the feeling that it is screaming along – although in space nobody can hear you scream – very low over the surface of an asteroid.
I created this sketch very quickly, which is one of the aims of Illustration Friday, but I’m actually very happy with it. The spaceship looks very dangerous and powerful indeed. I have given it a little streamlining so that it can land on the planets of an unsuspecting role-playing game universe, but it is still very much a large spaceship. It’s very at home in the empty voids of the spacelanes of any game setting.
I wouldn’t be surprised if I make time to work this image up into a finished illustration, using either GIMP, Inkscape, Blender or all three. I might even take time to work out some floor plans, complete the design and statistics and write some fluff about it. I’m really quite pleased with it.
Paul Caggegi (creator of the Process Diary,) has been working on a series of video tutorials on poly-modeling a human figure. This month’s episode is the fourth video in the series, covering the boots and hands.
Caggegi writes:
Hi Blender Nation! It’s Paul Caggegi, back with another tutorial on poly-modeling a human figure. This immediately follows on [...]
Fiuuhh… Setelah melewati berbagai tantangan dan waktu yang sangat padat, akhirnya edisi ketiga [dot]BlendMagz terbit! Tema kali ini adalah KARAKTER. Terimakasih untuk para kontributor baik artikel, tutorial, saran, kritik, dll demi berlangsungnya Magz ini. MAri tunjukkan eksistensimu di Edisi 04 akan datang, April 2010. BRAVO!
BlenderCookie’s Wes Burke interviews Jason van Gumster of Hand Turkey Studios, author of Blender for Dummies and GIMP Bible, and (in his own words ;-) a general goof ball.
Sorry again for the lack of updates recently, I have a boid basics tutorial waiting to be recorded, but unluckily I'm still too busy to really get into it.
But that's not the reason for this post, because now I've totally had it! Yesterday I finally had a tiny bit of time to check on the state of particle bugs in the tracker and what do you know I start fixing them one by one and notice that it's really nice to do some proper particles coding again. Then along comes today and I get this terrible urge to actually code some features! "It's been too long since I've been out having fun!" cries my particle brain. So here we are with some small updates to hair dynamics and I didn't get a single thing done from the actual work I was supposed to do today!
So I'm asking you guys, no more particle bug reports unless you really want me to code some more features! The withdrawal symptoms are getting stronger and every day it gets harder being away from particles ;)
I’m adding vector shapes on top of one of my spaceship sketches, as I promised to do in an earlier post. I’ve already drawn about thirty shapes on to the sketch to represent such things as hull plates, greebles and other surface detail. I had the sketch zoomed in quite close as I was working on the spaceship image in Inkscape and when I zoomed out and I saw how much of the spaceship I still had to do with this first step, I got a little discouraged. It sure is time consuming to illustrate this way, but I’m hoping the final effect of a nice detailed vector illustration of this spaceship design will be worth the effort.
The new-look Starbright site, with clean white gallery like design to better show off my illustrations and designs, has also been getting some attention. It now has three pages. It is taking longer than I thought because I have to familiarise myself with yet another new app.
I was using Yahoo Site Builder on my old Windoze machine – but of course that died, so I had to find a free open-source alternative that would play nice with Linux.
Happily I found one and now I’m getting to grips with Kompozer. Kompozer is quite a simple WYSIWYG web editor, but the simplicity might well turn out to be an advantage. It is so difficult to use whiz-bang effects and all-singing-and-dancing Flash elements that the pages I’m creating are very small and quick loading. According to a lot of the SEO advice I have read, that can only be a good thing.
OK with my daily blog posting duties done, it’s time to get back to drawing little pink polygons onto my spaceship.