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“Space, the final frontier. These are Space would be complete without
the voyages ….” Sorry, I just spaceships and aliens.
couldn't resist. Star Trek was my
first introduction to space as a Whatever your interest in Space,
child. I can still remember watching we have you covered. Also, this
every week with my father. It had issue brings back the popular
such amazing space scenes and, of “Meet the Blenderhead” series of
course, alien races. It fascinated articles by Derek Marsh, (BgDM),
me then, and continues to as he interviews Ecks, (Jean-
Sandra Gilbert fascinate me to this day. Sébastien Guillemette).
Managing Editor
Space is a popular topic among CG So get ready for your own grand
artists and 3D modelers. Much of space adventure that is waiting for
its appeal is due to the fact that you.
there are no hard and fast rules as
to how it should look. Anything
Happy Blending!
goes and often does. The fact that
telescopes have now charted and sandra@blenderart.org
photographed sections of space
only fuels the imagination.
EDITOR/DESIGNER
Gaurav Nawani gaurav@blenderart.org
MANAGING EDITOR
S andra Gilbert sandra@blenderart.org
Creating A Heatwave Ex haust Effect With
W EBSITE
Nam Pham nam@blenderart.org
The Displace Modifier 7
PROOFER
Kernon Dillon How To Make A Realistic Planet In Blender 11
Phillip A.Ryals
Kevin C. Braun
Derek Mars h
Bruce Wes tfall Making A Sun-like Star In Blender 16
W RITERS
Kos tis Karvouniari
Enrico Valenza Modeling An Alien Using Subsurf 22
Luís Belerique
Tim Kennedy
Robbert Fos ter
Derek Mars h Tex turing An Alien Using Nodes 37
C OPYRIGHT© 2006
‘BlenderArt Magazine’,‘blenderart’ and
BlenderArt logo are copyright of Gaurav Modeling A Low Poly Space Ship 42
Nawani. ‘Izzy’ and ‘Izzy logo’ are copyright
S andra Gilbert. All products and company
names featured in the publication are
trademark or regis tered trade marks of The Making Of 'Project Utopia' 46
their res pective owners .
C OVER ART
Enrico Valenza - ' Golden S hips '
The same day Blender 2.43 was March Goodness The book editor, Roland Hess, is a
released, www.blender.org unveiled Plumiferos is presenting a fresh new professional writer and Blender user
its new website design. Sporting an trailer with real sequences from the for almost a decade. He has brought
edgy new look; the website has film at the 22nd Mar del Plata Film together a team of the best writers
completed its first target in the Festival on March 10th. Additionally, and artists in the Blender community
website migration project by they will be presenting several to help on creating this new standard
migrating the core blender.org site to completed sequences in a special Blender guide.
a new server and redesigning the session that day.
content and templates. Since not all
content pages fit nicely into the new 'Essential Blender', is now * Up to date with (upcoming) 2.44
design, look for further changes as available for pre-sale orders. (EUR Blender
everything is redone and placed into 29/34.52 USD) * About 350 pages B&W
* Stitched binding, quality paper, full
the new design. 'Essential Blender' the next book color cover
from the Blender Foundation, is your * DVD Rom with all necessary files and
The long awaited book, Introducing official guide to learning the demos
Character Animation with Blender by fundamentals of this open and free 3D * Shipping expected to start 2nd week
Tony Mullen (bugman_2000), is on software suite. The book can be used May.
sale at Amazon as a step-by-step guide for people
(http://www.amazon.com/Introducing- new to Blender or new to the latest
Character-Animation-Blender- changes in Blender.
DVD/pd/0470102608). This book is the ideal companion for
the previous 2.3 Blender guide.
standard for space scenes to appear look at a barely lit spaceship sitting in
well lit no matter where the scene is a sea of total black; time to change
staged. locations.
That being the case, let’s discuss how Okay, now I have moved my
to light Hollywood’s idea of a realistic spaceship into a nice galaxy that has
space scene. Now as a normal rule a rather beautiful blue nebula. In fact,
when deciding on lighting, you would this is going to make a nice
go visit/investigate or do some background for my image; back into
research on the type of scene you the spacesuit. Once I have gone back
were creating. But since my spaceship outside, I notice that not only is my
and spacesuit are on back order, we spaceship lit nicely, but that there are
will have to take an imaginary trip to some lovely blue reflections from the
check out our lighting options. nebula that will add a nice effect to
my image. Also, my running lights
So here we are, in outer space. I now appear to actually be helping the
parked my spaceship in the first scene by lighting up areas that aren’t
empty sector of space I came to receiving any reflected light from the
Lighting in Space (wouldn’t want to interfere with nebula or nearby stars.
anyone else’s lighting research),
Outer space scenes can be one of the climbed into my spacesuit and went Back on Earth at our computer, let’s
most challenging areas to light outside for a look. Hmmm, it’s awfully discuss what we learned from our
properly. Let’s face it, space is filled dark out here. In fact, I can’t see research.
with random areas of faint to intense anything. Whoops, forgot to turn my
light from stars and reflected light helmet light on. Hehe, well now I can • Space is very dark.
from planets and moons. But in see my hands, but I still can’t see my
between those areas of over- spaceship. I know it’s over there • Turning on the running lights
abundant light, there is a whole lot of somewhere. Maybe if I turn on my on your spaceship can be an
darkness; serious, inky, black ship’s running lights. Now where did I effective way to light up areas
darkness where you can’t even see put that remote, ah there it is. Beep, that aren’t receiving any
your hand in front of your face. beep; there it is. Now my ship is direct or reflected light,
visible, sort of. allowing the spaceship to
If you are going for a realistic render, stand out better from the
chances are your scene would look Just my luck, I didn’t purchase the space background.
rather poorly lit or blown out, “light it up perfectly” add-on package
depending on where you choose to for my ship. Well this obviously isn’t • Location is very important
stage your scene. Fortunately, or going to work. Not only can I barely when staging a space scene;
unfortunately (depending on how you see my spaceship, but I can tell right make sure there are logical
look at it), Hollywood has set the away that the rendered image is reasons for the lights you are
going to be very boring. Who wants to going to add.
Set the particles to be emitted from the animation curve if you think it's should be able to see all the little
both Vertices and Faces, having an necessary. white dots inside the engines. Try
initial Normal speed of 0.44 and a harder...
Random factor 0.05. Remember, We now have a fully prepared particle
variation is always a must (this will generator. With that selected, press M
cause the particles to spread out while and move it to the 4th layer. Now we
moving away from the fuselage, just need two more, for the other two
like real gas masses do).
With SHIFT-D duplicate the dome two Add a tube primitive to the scene and effect from space...
times, each time increasing the size of scale it to make it larger than higher,
the duplicates a bit, (for this use the N (see the following image). I mapped The planet surface material
key); for example, the starting dome the tube in UV mapping, on each face
will have size = 1.000, dome 2 will so to have a perfect ring, with this Of course, a very important thing is
have size = 1.002 and dome 3 size = "gradient" texture: the kind of textures we choose and
1.004. the way we use it. For the Golden
Planet's main color I used this texture,
This ring must be placed around the (it's a faked Venus color map that you
three domes; more details about the can easily find on the net):
material at page 4.
You can see that I used all the eight ("emitvenus"): This is the result, ("maskoceani"); the
texture slots, and we are going to see stencil map works on the specularity
all of them in detail. First, this is the and has a little bump effect too...
setting for the color map,
("colvenus"):
window. Now we're going to create a texture can do to a material, and direction of the light.
new texture by clicking on the "Add notice that the "Col" button is
New" button and then in the texture pressed. Below you can see a pink
Type menu choose "Voronoi". This rectangle. Click on it and use the
kind of texture is very good to colour picker to choose a more orange
simulate veins, scales and also the colour (R=1.000, G=0.465, B=0.000).
granulation at the Sun's surface.
Change the name of the texture to Now we can check out how our sun is
"convection" by clicking on the name looking, by making a render [F12].
and editing it. It's a good idea to keep The sun looks more like a planet,
"logical" names in textures, materials because it has a distinct shadow area.
and so on. To the right appears a new We must change the location of the
panel, called "Voronoi". camera and the light for a more
convincing effect.
Here you can change some
parameters of this texture, like the Switch to the front view in the 3D Step 3: Animating the
size of the "cells". Change the "Size" Window by pressing [NUM1]. Align the granules
parameter to 0.050, like the image camera with view by pressing
below. [Ctrl+Alt+NUM0]. Now align the lamp The granules exist for small periods of
with the camera by selecting first the time, usually a few minutes, and give
Going back to the "Material" sub- lamp (selection made with [RMB]) and the photosphere a boiling appearance.
context [F5] we see in the preview then the camera [Shift+RMB]. We can animate the "convection"
texture's offset in the Z axis to
The last selected object (in this case, simulate this effect.
the camera) is the active object. Now
press [Ctrl+C] to bring up the "Copy Change the screen layout to a pre-
Attributes" menu and choose configured layout called "1-Animation"
"Location". We have made the lamp
move to the exact location where the Make sure that the Sun is selected
that our Sun yellow has now pink camera is. and that the buttons window is in
"granules". A texture can alter several
aspects of a material, like colour or Now render again [F12]. The shadow
transparency. By default, every new now is located round the limb. Change
texture affects the colour of the the type of the lamp to "Sun" by
material and this colour is pink. selecting the lamp (with the button
window in the "Material" context)
To change the colour of our texture, Orient it towards the sphere (aligned
go to the "Map To" panel (usually it's with the camera) by rotating [R] in the
the rightmost panel). In this panel we right viewport [NUM3]. As you rotate
see the different kind of effects that a the lamp, a dashed line marks the
"Shading" context and "Material" sub- the steepness by entering in edit and alpha = 1 (totally opaque). You
context. To the right you can see the mode [TAB], selecting one of the can change the attributes of any of
"IPO Curve Editor". Normally, the IPO control vertices with [RMB] and these "colour positions" by clicking on
window shows parameters related to moving it with [G] and finally exiting it and changing the colour by (you
an object, like location or rotation. But edit mode [TAB]. guessed it) clicking on the coloured
we're more interested in parameters rectangle or changing directly the
related to the material of the object, A final step must be made, we must RGB values.
so change to "Material" in the menu change how the texture is mapped to
located in the header of the IPO the sphere. In the "Material" sub- Change the left colour position's
window. context [F5], go to the "Map Input" colour to pure red (R=1, G=B=0) and
panel and modify the settings of the change alpha to 1. In the right
To the right of the IPO window we can matrix on the bottom according to the position, change the colour to yellow
see the list of parameters, known as image below. (R=G=1, B=0) and alpha to 0.
"channels". We can scroll up and
down this list by pressing [MMB] and If you wish, you can go
moving the mouse up or down. Scroll back to the "2-Model"
down for the channel "OfsZ", then screen layout.
select it with [LMB]. The lettering will
become white and a grey rectangle
will appear to the left of the name,
indicating that this channel is
selected.
Step 4: Limb Darkening
Now click with [CTRL+LMB] once in
the main area of the IPO window. A Now we're going to recreate the effect
white dot and a purple line will of "limb darkening" visible on the Sun,
appear. Now click again with with the help of Ramp Shaders (For Change the input type (in the bottom
[Ctrl+LMB], on a different place. A more info on the Ramp Shaders, visit of the panel) to "Normal". So, the way
second white dot appears where you http://wiki.blender.org/index.php/Man this color ramp shader is set up, our
clicked and the IPO curve now draws a ual/PartIII/Ramp_Shaders). Sun has a red colour in the limb that
curve between the two keyframes (the progressively blends with the material
white dots). Now, extend the IPO In the buttons window, access the towards the center of the Sun,
curve infinitely by choosing "Ramps" panel and make sure that imitating the limb darkening.
Curve>>Extend the "Show Col Ramp" is pressed. Now
Mode>>Extrapolation. click on the "Colorband" to create a Step 5: Sun Spots
gradient to be used by the Color
The steepness of this line affects the Ramp. In this gradient we have the If you render the Sun, it has granules
rate at which changes the Z offset; left end of the colorband black and and the limb darkening. Now we need
the steeper the line the faster it with alpha = 0 (meaning that is totally some sun spots. We're going to use
changes the Z offset. You can change transparent). The other end is blue
Finally, we are done making the To view the animated particles, make
photosphere of our star. Now we sure the cursor is on the 3D window
move on making other elements and press [Alt+A]. To stop the preview
present in the atmosphere of a Sun- animation press [Esc].
like star, starting by the solar corona.
image to see the result, but you will
see the Sun bathed in pink, with only Step 7: Solar Corona –
some yellow patches. The pink colour Step 6: Solar Corona - Material
should be expected by now (see the Particle System
explanation in the Granules section). If we render a frame now, we'll see
But the effect should be reversed...we The Solar Corona surrounds the that the particles have a grey colour.
only want small black patches on the photosphere, and is composed of very Quite naturally, we have to create a
Sun. hot gases but it has a very low material and tweak it. Create a new
density, only visible to us during a material and in the "Links and
How to solve this problem? Simple, total solar eclipse. But here we're Pipeline" panel press the "Halo"
use a colorband. Go to the "Color" going to depart from the scientifically button. This is a special kind of
panel. Here we're going to use a correct. Change to a different layer, material which shows up in the
colorband to "invert" the effect. Use for example if you have been working vertices only. Name this material
the image below as guide. in layer 1, change to layer 2 by "solar corona" and give it a red colour.
Notice that the position of the right pressing [2]. Here we add another Change the remaining settings as
shown in the image below. at 1, press [I] to bring up the "Insert To keep this organized, let's work on
We're going to use a texture to Key" menu and choose "Alpha". another layer. Remember, the
photosphere is on layer 1 and the
We have now keyframed the alpha solar corona on layer 2, so go to layer
value at 1, in frame 1. Now move to 3 by pressing [3]. Here create a circle
frame 51 by pressing 5 times in [Up (Add>>Mesh>>Circle) with the
Arrow] (each [Up Arrow] advances 10 default 32 vertices. Next (with all the
frames and [Down Arrow] goes back vertices selected) press [Shift+F] to
10 frames). Change the alpha value to fill in faces. Now, exit to Object mode
introduce some variation in the 0 and insert another keyframe. Now [TAB].
particles, giving a more irregular look each particle will fade out instead of
to the corona. That's why the simply disappearing when it "dies". It's a good idea to keep the layer with
"HaloTex" button is pressed. Go to the the photosphere visible, so press
sub-context "Texture" [F7] and create It is advisable to increase the sizes of [Shift+1] to keep the first and third
a new texture, called "variation". Use the "corona" sphere and layers visible. If the sphere is drawn
the image below as a guide for the "photosphere" sphere for a better solid and hides the circle, press [Z] to
settings used, but the idea here is to effect. Select the corona sphere [RMB] switch to wireframe mode. Now, move
create a clouds texture with a and press [S] and then [1.4] to the circle [G] to the side of the sphere
colorband to change the colour from increase its size to 1.4. Go to the layer and rotate it [R] in order to make it
totally transparent black (the left end) where the other sphere is (in layer 1) parallel to the surface. Also, scale it
to a totally opaque red (the right end). select it and scale it to 2 (press [S] [S] down to 0.1. Now, in layer 3, add a
We are almost done here, but there's and [2]). curve with Add>> Curve>> Path. In
edit mode, adjust its vertices so it
Step 8: Solar Flares makes a loop, with one end placed in
the circle.
Solar flares are one of the most
spectacular features of the Sun. Now select the circle, and transform it
Titanic plumes of hot gas that can into a particle system, with the
have 350,000 km in length, larger settings shown below.
than 28 Earths. And because of their Also, create a material according to
a small issue we need to take care of, specularity it is one of the most
the fading out of the particles. This difficult aspects to simulate in
will be achieved by keyframing the Blender.
alpha value of the material of the
particles. The method I will show is very
simplistic compared to the real
First, make sure you are on frame 1 phenomenon, but with some more
(check the header of the buttons work and dedication, it can give some the settings shown below.
window). With the cursor on the nice results.
buttons window, and the alpha value For making the particles follow the
curve, we must select it and go the Of course, more detail can be added, context [F10] and in the "render
buttons window, in context "Object" like making more curve guides with Layers" panel, in "Scene:" click on the
slightly different shapes to give more button of the first layer, so that only
randomness and animated materials. this layer is pressed. Change the
name to "photosphere". Next, click on
Step 9: Setting up Render the small button left of the name and
add a new render layer.
Layers
"Node Editor" window. Then click on (http://wiki.blender.org/index.php/Man I would like to thank Jorge Martins for
the button with a portrait, in the ual/Node_Composition). showing me how to make the
header to activate Composite Nodes. granulation effect and Olga Moreira
Automatically Blender creates two The node setup used is shown in the for giving scientific advice■
nodes, one regarding an input and the next image. The "intermediary" nodes
other for the output. To be able to see used were "Blur", "Alpha Over" and
the effect of the composite nodes in "Mix", with different settings.
the final render, press the "Do
Composite" button, right below the Lastly, set the start and end frames at
"Anim" button (in the "Scene" context your desire (the particle systems start
[F10]). emitting at frame 1, you can either
modify the start frame of the render
The input node can be a render layer, or adjust the frame where the
and the idea here is to use the three particles start emitting, putting it at a Luis Belerique is 28 yrs old and
render layers we created, apply negative number), render an lives in Porto, Portugal. He works as
different effects to them (namely animation and see the final result a game des igner and 3D modeler
blurring the render layers with (don't forget to tell Blender where to for doubleMV - R& D, where us es
particles) and then combine them to put the rendered frames or movies). Blender. He is als o a s tudent of
form the final image. You can add a As tronomy.
node by pressing [Space] or Conclusion
[Shift]+[A] and choose from the list. During this tutorial, we have done a luis .belerique@ gmail.com
For more info on using nodes, see lot; tweaking materials and textures,
here
intuitive. It means you don’t need to You should be able to find the vertex,
Modeling An Alien Using be a Blender wizard to make a first 3D edge, and face select modes. If you
Subsurf character. don’t, I wouldn’t give up so easily. The
best way to learn Blender is to dive in
I’m going to make an Alien. Aliens are and make something. The Blender
by Tim Kennedy for NEVAC fun. They have just enough fantasy to community is large and friendly. The
them that we have some room to be buttons have rollover hints. The Help
creative, but also make mistakes. The menu is right on the top of your
Level: Beginner to Intermediate anatomy is easy. Nobody will notice if Blender window. I use mine all the
the hands don’t look quite right or the time. But if you are a high school
head is shaped funny. It’s an alien. student and want more guidance,
They look funny anyway. We can there is another opportunity to get to
simplify it all down and still make an know Blender. This tutorial is part of
interesting character. It will be fun to an introductory distance learning
color and animate later. Once we have class in 3D animation. High school
a complete alien, we can expand upon students can learn all about creating
the same techniques to make a more their own 3D models and animation
difficult model. You could model a using Blender. I’ve included contact
famous person, a friend, or even a information at the end of the article if
strange monster. you would like to get this class offered
through your local high school.
To do all this, I’m going to work with
Subdivision Surface (Subsurf) Starting Up
modeling. With Subsurf, the 3D artist Get started by cleaning up your
Introduction can edit on simple, low polygon Blender workspace. I’ll start with a
I like digital clay. There are many meshes. These are like a scaffolding new file. Pull down File>>New.
ways to model in 3D. Most are very around our models. A push here or a Blender will ask you do you wish to
meticulous and accurate. They make movement there and the model mesh “Erase All?” Hit RETURN or ENTER and
great looking models. They put the (our digital clay) responds. But where you will start with a fresh Blender file.
mesh in all the right places. They we are working with the low polygon
scare off beginners. When I’m starting mesh, the Blender software converts
out with a 3D tool, I want a different our work to a smooth and complicated
feeling. I’ll get more careful after I get mesh. The result is a model that is
over that initial learning curve. But for more organic and lifelike.
now, I want digital clay. I want to get
my digital manipulators dirty. I want This tutorial assumes a very basic
to roll up the mesh in a ball, squeeze knowledge in Blender. By now, you
out a leg, pinch out an arm, and shape should know your way around the
out a head. It’s fun. It’s somewhat menus and windows. You should know
how to move, rotate, and scale things.
up. I like Front the left and Side on the File Browser icon and select the JPEG adjustments.
right. But it’s a personal preference image that matches the view.
thing. I put the Top in the upper left
and the Camera in the upper right. I
don’t need much for my Top and
Camera views so I’ve turned off their
Headers (RMB in a blank area of the
menu line) to give me a little more
space on the screen. When you are
done arranging, your Blender screen
might look like the example. But find
an arrangement that is comfortable
for you.
You’ll also note a Blend section that
controls the transparency of the Now you should see your front and
background image. There are side Alien images in their respective
additional Size and Offset options if windows. We’re ready to get to work.
you need to make adjustments to the
image. Your image will only appear if
the window is a Top, Front, or Side
Orthographic view. The minute you
change, it will disappear. The minute
you return to one of those views
(NUM7, NUM1, NUM3) it will
reappear.
ALT-S) the cube so that it fits the belly Subdivide button 2 times.
area. You can have a little inside and Who are Catmull and Clark? They
a little outside. We’ll reshape it into were two college students who
place. played around with early computers
Step 4: Subsurf the Cube
and created mathematical rules
(algorithms) for computer graphics
Notice that I have SHIFT-LMB Subdivision surfaces will give us a as part of their studies. Jim Clark
selected the Translate (Grab) and smooth shape to our work. Let’s put would go on to found Netscape and
Scale manipulator widgets so that I those Subdivision Surfaces to work. help release the first commercial
can use both in the same window at First, Z to make the wire-frame view World Wide Web browser. Ed Catmull
the same time. This approach gets back into Solid. Then in Modifiers would go on to help found Pixar and
even handier later. Also remember panel of Editing (right next to Mesh currently helps lead Disney-Pixar
that each window can have its own Tools), click Add Modifier and choose Animation. Two great people we owe
choice of manipulator. Subsurf. You might notice that solid a lot to.
cube now has rounded corners. That is
the Subsurf kicking in. The cubes
vertices, edges, and faces help define The Levels setting controls how
the smoothed solid within the cube. smooth your model will look as you
work on it within Blender.
model. Just realize that this will slow Alien belly. There’s nothing terribly corner of the cube. So I’m able to
the computer down and too much will difficult about our next steps. You just reshape that entire corner of the cube
go unseen for all your wasted need to take your time and work a set quickly.
computer time. of vertices at a time. First, Z back to
Wireframe so you can clearly see the So use RMB to select a single vertex
There is a little gray circle to the right drawing through the cube. You’ll need closest to you. But Border or Brush
of the Subsurf title in the Modifiers to toggle back and forth between Select is a great way to grab a cluster
panel. Subsurf modeling involves Solid and Wireframe depending on of points and shift them all in so that
editing the low polygon cage while what you need to see. So here on out, you can get the general shape
letting the Catmull-Clark do the math adjust back and forth as you need to. quickly. Once selected, a Translate
on your model behind the scenes. (Grab) will move the vertices in the
Clicking that little grey circle will Find the Limit to Visible button. It’s a direction they need to go. Then A to
Apply Modifier to the Editing Cage. button with a cube icon right next to Deselect All and go on to another set
That means the cage will cling to the the Face Select Mode button at the of vertices.
surface. Click the circle on and off and bottom of a standard 3D view. Then,
you’ll see the subtle result on your with Limit to Visible turned off, adjust Occasionally, you’ll have a row of
model in the window. We’ll see this in clusters and lines of vertices to make vertices that all need to be pinched in
use later. It’s a preference that may or the shape of the Alien belly and or spread out. That is what Scale is
may not make editing easier as you behind. You want to shift the vertices for. In the example, the top of the
work on your model. Sometimes it is around uniformly. But there is no one Alien’s belly is tighter than the base.
easier with it off. Sometimes it is way to achieve this task. So I Scale the points in on the side
easier with it on. view before going to the front view for
The one thing to remember is that it is the same general step.
safest to Border Select (B) vertices in
order to grab all of the vertices in a
line. The screenshot image shows an
example of this. Two visible vertices
are selected in the front view. But my
side view
shows
that I
have
actually
selected
all 5 or 6
Step 5: Subsurf the Large vertices Sometimes I move a whole block of
Belly that make vertices as in the section of the Alien’s
up that behind. I’ll work down through rows,
lower left taking 3, then 2, and so on. In this
Now use the Subsurf to shape the
hand
way, I can keep my vertices to look reasonably good. But I do have Image until you come back to the
somewhat uniformly spread out. I a few vertices starting to wander off NUM1 or NUM3 views. But that’s OK.
don’t want vertices all bunching up or the center line. Not a big issue for You’re just trying to round up the
I will not be able to get the right other vertices. But it is a problem for shape a bit and the Background Image
shape later. the center vertices since we’ll be is just a reference.
slicing this model in half shortly.
Don’t be too concerned about exact discussed earlier. Now the points of X to Erase the Faces. We choose
vertex placement. Your model is like the cage will stick to the surface of Faces so that the center vertices and
digital clay. We’re going for a shape the object and it will be harder to lose edges are left behind.
and the vertices are not going to be them inside the object.
exactly the same for each individual
who works on this Alien. It’s also a great time to make certain
windows full screen so you focus on
that view. CTRL-DOWN ARROW will
take the view your cursor is over and
make it full screen. CTRL-UP ARROW
will return you to your normal view.
We’ve made good progress by moving
a few individual vertices. The right
side of our model is now much more
round. Now it’s time focus on that
half.
little seam Subsurf modeling. We’re going to Translate and Scale the selected
in our model Extrude the legs out from the bottom Faces so that the start of the leg is
until we of the Alien. Press CTRL-NUM7 to see lined up with the drawing.
finish the opposite side from Top (the
and smooth Bottom). Translate (Grab) any points
it out for that need to be squared up. A slightly
good. rounded rectangle of faces will give
the best arrangement to extrude our
Step7:
Shaping E to Extrude leg. Then LMB
the immediately to bring back the
Behind manipulators. Scale and Translate out
a section to serve as the upper thigh.
With Use the Rotate manipulator to line up
mirroring the new section with the direction of
solved, we the leg. You will use Translate (Grab),
shape the behind (buttocks) and Scale, and Rotate continually to
ready the lower body for legs. reshape your Extrude sections as you
Mirroring makes it easier to shape the shape out the body.
behind. Simply roll the model with
NUM over and Translate a few
vertices. But be subtle. You don’t want
the model to look too ridiculous.
leg.
Change to Face Select mode and
choose a set of four faces to build the
legs
from.
Sometimes an Extrude is a little too
cube like and I need to round it out.
Here I switch to Edge Select mode and
Translate a front edge of the leg out.
Just as you’ll use Translate (Grab),
Step 8: Extruding Legs Scale, and Rotate constantly in your
Extrude operations, you’ll make use of
Extrude adds to the model and Vertex, Edge, and Face Select mode
becomes the primary move for to get at your model and shape it the
way you want.
Now we
need to
Finally, you don’t have to model Apply the
everything with Extrude. I only want Mirror and
the basic body shape, the head, the stitch our
arms with hands, and the feet. I’ll two halves
leave other details like the eyes and of Alien
mouth for later. They’ll be easier to together.
create with other primitives and Once you
extrude steps later on. I can even use have
Extruded Press CTRL-J to Join selected meshes.
Blender’s new Sculpt Mode to add
finer detail or modify my base shape. your way
to a
I also leave some details out for when complete
the model is complete. Why? No one Alien,
organic character should be identical select the
on both sides of the body. If I add whole right
details, now, side of the
they’ll be body. You
copied exactly can’t select the Mirror so a Select All
to the other (A) will do the trick.
side. By
adding some TAB out to Object Mode. You cannot
details after I apply the Mirror to the model in Edit
have a Mode. When you are in Object Mode,
complete click Apply in the Mirror Modifier.
model, I Blender will likely ask you a few
guarantee questions. Go ahead and tell it OK.
Even though the meshes are Joined
that there will The Mirror will disappear from your list
we still have a gap in our character. A
be some of Modifiers and the mirror image will
small gap is good since that can help
differences become as a separate part of your
smooth out any sharp edges on the
between the object.
seam. But we still need to seal the
After selecting
3 or 4 points (4
in this case), I
can fill a hole K brings up the Knife and Loop Cut
by press F for menu. The Knife is much more
Now find the Rem Doubles (Remove Face. A new flat precise. But a Loop Cut is easier to
Doubles) button in the Mesh Tools Face is added use. Press K for the Loop Cut Menu.
panel of Editing (F9). Click the button where I once Choose Loop Cut.
and Blender will remove the points had two
that are doubled up between the two recessed faces.
halves. The gap is closed. The chest is
Here’s a great now normal.
tip for fixing
problems you Step 11: Knifing the Face
just can’t
transform. As I Loop Cuts can be a quick way to add
check around detail where it is currently missing. I
my complete need to Extrude eye sockets and a
model, I find mouth. My head has the right shape
little areas but not enough edges and faces to
that need work with for my Extrude.
some touch
up. In the As you drag the cursor over your
chest, I have model, Loop Cut shows a line where
an unnaturally deep recess where the the Loop Cut could go. LMB once to
two halves came together. Moving the choose the area where you wish to
faces isn’t working. I decide to delete place the loop. Slide your cursor to
them. I choose the Face Select mode position the cut and then LMB again
and choose the two recessed faces. I to fix it in place.
eye sockets and a mouth. I have also to connect them. Doing that is called
tweaked his head shape a little to Parenting. Make sure you are still in
make him more reptile like. Object Mode. First I RMB one eyeball.
Then I SHIFT-RMB the other eyeball.
Finally, I SHIFT-RMB the Alien. This
will be the Parent since it was the last
selected object. Press CTRL-P and
Blender will Make Parent of the Alien.
The eyeballs will now follow the Alien
Mesh no matter where it goes.
NEVAC
This tutorial was originally written
for NEVAC,
Final Thoughts The
NorthEas t Vocational Area Cooperative
So now this Alien model is complete. .
More importantly, this may be your NEVAC is a partners hip of nine
s chool dis tricts in the Northeas t
first real organic type of model. It's
Puget S ound area of Was hington
not made of rigid cubes or perfect
Tim Kennedy teaches digital S tate in the US A. The goal of NEVAC
spheres. It’s an Alien with a belly, is to provide quality and cos t-
legs, arms, fingers, and a scary media arts at Cedarcres t High
S chool in rural Duvall, Was hington effective career and technical
looking head. This model has life to it. education for s tudents .
in the United S tates . He wrote this
Now that you have the confidence to This tutorial is one part of a s eries
tutorial for a NEVAC dis tance
tackle an Alien, go back through other of tutorials included in NEVAC’s
learning clas s (details below).
tutorials and develop your Having to s urvive in a clas s room on dis tance learning offering of
competency in Blender. a very limited budget has made him “Introduction to 3D Animation.”
a huge fan of free s oftware like S tudy and interactive clas s
Add to your model with Sculpt Mode. Blender. dis cus s ion is completed online
Light it. Put an armature in and make through a Module-bas ed clas s Web
it walk. Put it in a saucer and In his pas t life, he was a college s ite. Cours e work is completed in
Blender. Are you a high s chool
composite it flying through your profes s or in all forms of digital
media production. He als o wrote s tudent interes ted in s tudying 3D?
neighborhood. Blender is an incredibly
about s treaming media and the Are you a s chool couns elor or
capable tool, most of the tutorials are adminis trator wis hing to offer a
free, and you are now becoming a 3D S ynchronized Multimedia
Integration Language (S MIL) for dis tance learning cours e in 3D to
wizard. Have fun with it■ your s tudents ? Contact NEVAC at
Internet.com and S ams Publis hing.
You can reach him (or s end a JPEG pam@ nevac.org or
This work is owned by NEVAC and licensed http://www.nevac.org for more
of your alien creation) through his
under a Creative Commons Attribution-No information.
Derivative Works 3.0 License. Web s ite at OnlineDelivery.com.
of materials and has the added asymmetrical texture details, but for our
Texturing An Alien Using benefit, unlike painting a UV Map, of purposes this will save a lot of work and
frustration.
Nodes allowing you to quickly change the
materials that are being blended.
Let’s get started: Mix Maps
by Sandra Gilbert (dreamsgate) So to that end, I am going to show you First thing we are going to do is set
how to texture an alien using our UV Map coordinates. There are
Nodes/Mix Map. I have already many ways to unwrap a model for UV
Level: beginner to intermediate modeled an alien, albeit a rather odd Mapping and Blender has some great
looking fellow, for us to practice on. tools to get it done.
The “Texturing an Alien.blend” has
four scenes, depending on where you 1. Go into UV Face Select Mode,
Introduction split your screen, and change
Having used blender for over seven want to jump into the tutorial.
the right side to the UV Editor
years, I have gotten very comfortable
• Alien: only contains the alien Window (fig 1)
with the material panels and all their
wonderful uses. So when Nodes were model – to follow the tutorial
introduced, I have to admit, I had from the beginning
quite a bit of trouble seeing the • Alien & UV Map – the alien
advantage of using Nodes over what I already has the UV Map
already knew. I read all the coordinates set up, so you can
documentation, checked out tutorials, jump in at the 'Painting the
and still didn’t get it. Mix Map' section.
• Alien Nodes: Mix Maps are
In fact, the tutorial that sticks out the painted, so you can jump in at
most had you make a blue material the 'Setting up Nodes' section
and a red material, and when you • Finished Alien – everything is
mixed them it made a purple material. done, this scene is to see the
That’s nice, but I can make purple complete final setup 2. Select all faces (A key) and hit
without using Nodes. Then I saw a “U key”, select Cylinder From
great video tutorial (Mixing Materials When you open Texturing an View. You will need to resize
Using Texture Painting (with UV Alien.blend, you will notice that the the UV layout in the UV/Image
Unwrap)-Extended Edition) by Eugene model has a mirror modifier that has Editor so that it fits in the
on http://www.geneome.net. not yet been applied. I find it easier to screen. You will also want to
UV Map one half of the model before scale it so that it no longer
He covered creating Mix Maps to applying the mirror modifier. That way looks like a super skinny alien.
blend two or more materials using both sides look the same. (fig 2) This gives us a pretty
Nodes. Finally I could see the good starting point for our UV
advantage of using Nodes! This Note: Having both sides look the same is
map, but you will notice that
technique allows the smooth blending not always desired, especially if creating a
realistic model/object that has the ears and the arms are not
laid out in a way that is key” with your mouse over 1. We will need to create an
helpful. each section (it will select the image to paint our Mix Map
whole linked section), then onto. In the UV/Image Editor
move them to better locations. window, go to Image > New. A
dialog box will pop up giving
8. Okay, now is a good time to you options on size and name
save your file. Our UV map of the image you will be
coordinates are now set. I creating. When you have filled
admit it is not an elegant it in, press OK. I named mine
layout, but it will work just fine “Alienskinmixmap” and chose
for our tutorial. (fig 3). 1024x1024 for the resolution.
(You can choose higher or
lower resolutions, depending
on your computer speed.)
3. Deselect all faces (A key),
select the faces for the ear, hit
“U key” and choose Unwrap
(Smart Projections). The
default settings are fine for
our needs. Scale down the
faces in the UV/Image Editor,
and move them to the upper
right hand corner.
> Texture) (Add > Input > The nice thing about this method is your model. I hope you had fun and
Geometry). In the Texture the ability to change your materials learned something new and useful!■
node, add our mix map on the fly if you decide that the colors
(Alienskinmixmap). or textures aren’t working for you. The
Mix Map is already made, so changing
8. Connect the Geometry node to the material is as easy as selecting
the Texture Node (Geometry: which material you want to change
UV socket to Texture: Vector and then just doing it (fig 18).
socket), then connect the
Texture node to the Mix Node
(Texture: color socket to Mix:
Fac socket) (fig 16).
Step 1: Beginning
the front of the vents, extrude and >choose faces and select the three
scale and extrude again this time faces on the back of the ship and
along the z-axis and scale it. And for extrude them next
the front vents select faces extrude
and scale it again.
Final render■
Introduction
The scene 'Project Utopia' was an
experiment to learn about making a
space scene with an emphasis on
lighting and details on the spaceship.
Since the article is mainly about the Fig 1: The handmade greeble.
colony ship, I have used space ship or
UC, (Utopia colony) interchangeably to So most of the body of the ship has
go with the flow of words but in each the greebles added to it by hand
case the Space ship or ship that is modeling, the main advantage of
being referred to is Utopia Colony. adding detail by hand is that it allows
you to follow the design of the ship or
Modeling the surface you are working on. So the Fig 3: UV layout including the greebled
The spaceship is designed as a small whole design gels in with the model surface.
space colony, so what was needed for and the surface detail looks more
the colony is to have some form of natural.
busy details that make it appear to be Textures
supporting some form of life system The textures used were also hand
and mechanics. made for the surface taking note of
the positioning of the greebles as well
To achieve the details, greebling was as design. To add more detail the
used. I personally do not prefer using bump map and the specular maps
automatic greebling, which can be were used in addition to the color
done with the help of few scripts texture.
available for Blender. Although auto
greebling increases detailing of the
ship surface, it does not appear
realistic. Bunches of different shapes
and sized boxes is OK to get some Fig 2: Another view of detail on the ship.
visible surface of the ship. The image planet also affects the UC. Image
shown is the shaded rendering of the below shows the use of reflected
view port and the light value is ambient light on the ship model. The
increased a bit to show the results of light source is actually an array of low
the sun lamp on the model. intensity lamps used to create a
bigger light source and a smooth light
effect.
Star Field
Blender has an built-in feature for
making star fields. In this scene I have
used it for creating a star field
background. In the image below you
can see the settings for the star field.
You can find the stars setting in the
World[F8] buttons window.
The Scene
The scene consists of a space ship, a
planet in the background and the star
field. The planet is pretty basic, the
texture used was completely made in
the Gimp using the clouds and the
plasma filter. There is nothing
interesting to write about it, but in this
issue we have brought you the
excellent and very popular article
from none other than Enrico Valenza And Finally the completed scene.
himself about making an realistic
planet. You can follow it to learn how
to make a nice planet in Blender.
Have fun! ■
I think it’s simply because I always should not be organized! Although personally say that mr_bomb is the
had an interest in machinery and that project failed completely, I would star of the conferences. With his
vehicle design. Also, as I mentioned still be up to making such a project... organic modeling tutorial and his
above, my first days with blender just a lot smaller, and with fewer almost limitless knowledge of
were about creating spaceships for a people that I can actually meet. So Blenders modeling tools and
game and it probably influenced me a who knows, maybe someday I’ll start techniques, he impressed all of us
lot to keep doing such things. a new project! more than once. I’d suggest you check
out his DVD if you are interested in
3) How do you see yourself 5) As host/organizer of the organic modeling!
progressing in learning and Montreal Blender Conference,
developing your skills in Blender? which coincides with the yearly 6) You have enjoyed some
I definitely have to start learning Blender Conference, how has that commercial success with some of
organic modeling! But, on a more progressed over the past few your Blender work. Can you
serious note, I think one of the best years and what has been your describe the process in obtaining
ways to get better is by participating personal highlight from those that work and was it worth it?
in challenges. The few I have done in meetings?
the past really helped me out. So If we compare the past two Actually, I was quite lucky. It’s not
maybe I’ll take another go at the 2007 conferences with the first one (was it really a trick or anything. The only
F1 challenge that is running right now. 5 years ago?) we can definitely say thing I did was post my stuff on
I’ll definitely participate (and finish my that the Blender user base has grown several websites to get comments and
entry) in the next CG Society a lot in the past years! We had around it came to the eye of a few employers
challenge. 30 people on both days in the two last who needed some sci-fi stuff done. My
years, with enough presentations and work was at the right spot at the right
4) You started an original movie activities to fill every minute of the moment, and that’s why they
project, composed of artists from day. Although I’d like the conference contacted me. It was definitely worth
around the world. What did you to grow to another level in which we it to work with most of them, but
learn from that experience and could have sponsors, prizes, etc., I some were probably the most
would you do it again? must say that from year to year, it’s annoying people I've ever had contact
I learned that it is almost impossible more and more complicated for me to with. Well, I guess its part of the job!
to accomplish. I was a bit naive, like handle the conference because of my
everyone starting a new hobby such other responsibilities (i.e. school/job). 7) You have spoken many times
as 3d animation, to think I could I’ve had a lot of help already in the about opening a CG studio of your
accomplish a full length movie with past years from people like Jonathan own for commercial work. Can you
people living in different countries, Williamson (mr_bomb) and François describe what your target market
with different mentalities and in Joanette (Le_Mackeux) for the is and how you plan on getting
different time zones that I never met! computer labs, and the guys from there?
It sure was a great experience. We all Linart for the t-shirts. Next year, if
learned a lot about modeling, others think they can help me, be sure I’m currently studying Cinema in
texturing, and animating. We also to drop me an email! As for my college, and when I’m done I’m going
learned a lot about how a project highlight of those meetings, I’d into a 3D animation school
Organic Modeling
Focusing on bugs/plants,reptiles/amphibians (frogs etc.)
Oh and those creepy humans.
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