Tag: Grant Abbitt

  • Blender part 9 – GameDev III

    Blender part 9 – GameDev III

    Orc painting!

    Last time, I had made a nice looking orc1.

    The next stage was quite complex and not very visual for blogging purposes, except that the end result was obviously an image. It involved baking textures and it’s why we spent time on getting the musculature and the facial features right. It’s all to do with poly count.

    The number of faces (polygons) in a model is an important factor in 3D modelling. The more faces you have, the better your model will look. The drawback is that these polygons take some time for the computer to calculate. This slows down your work and can result in the computer crashing.

    By way of illustrating this, the face count for the model shown at the end of the last section and below was 14.5 million and a file size of 160 MB. By baking the textures onto a lower poly duplicate of the original, this comes down to 47,000 faces and a 64 MB file.

    Two orcs, one white the other painted.
    The unpainted orc on the left as 16 million polygons, the painted one on the right has 47,000 and more detail. The down side is that I can’t easily change anything about this model.

    Baking is the process where details from a highly detailed model, such as shadows from clothes and weird veins and scars, get painted onto a lower poly mesh. The details aren’t there, but look like they are.

    Baking textures allows you to use a low poly mesh that looks like a high poly mesh. The disadvantage is that you can’t change you mind about, for example, the position of the clothes once the bake is done. You can always repeat the bake, which takes a bit of time and isn’t very exciting.

    painted orc figure posed in a grabbing manner against an industrial backdrop.
    Now that the rigging is in place, I can move the orc to give it an action pose. Might need to move the loincloth, it looks like it’s digging into the thigh.

    In the end, I’m happy with how Steve turned out. There are a few mistakes with the painting, but if you can see them keep it to yourself. I should go back and re-do where I went wrong as an exercise.

    So I had an orc with bones that I could manipulate and pose in a threatening manner. But the hands were wrong – the fingers looked awful when I tried to make them grab anything. That was the next thing, because I wanted to make Steve grab things and make a fist. That was for another time, though.

    Two views of the orc’s right hand. The rigging allows you to move body parts and the controls for curling the fingers are simple enough. However, I did something wrong when I set the fingers up because the fingers don’t move properly.

    So that was the course finished. Next up, I’ll have a look at getting realistic textures onto objects and then I’ll try and get those hands looking right so I can pose and animate Steve. And don’t forget to look for science-related opportunities for Blender.

    1. You know what I mean. ↩︎

  • Blender part 8 – GameDev II

    Blender part 8 – GameDev II

    Let the orc begin!

    When I made Bob the non-demon (see below) I was introduced to sculpting in Blender. Virtual clay you manipulate with a mouse without having to consider gravity and then paint any colour you like offers huge opportunity for creativity.

    3D rendered image of a demon with orange eyes and horns.
    After lighting and colouring, here’s Bob.

    This promised to be a longer sculpt, since we were making not only a head, but a body and some rudimentary clothes – boots and a loincloth. I’ll split into three parts. Second part will look at the finishing of the sculpt, the third will look at some of the other stuff we can do with posable figures.

    We used squashed spheres to block out the main shape of the head, body and hands. It’s the hands that proved the most tricky to get looking good. Later, the hands were to cause quite a lot of frustration when it came to rigging. But I’m getting ahead of myself.

    Triple image showing progression of orc sculpt.
    Progression of the orc sculpt. From blobs, to a bit of shape, to rough definition of muscles and hand. We only did one half because we can apply a mirror to the sculpt once we’d done fiddly stuff.

    The body was the first part that got any proper attention. We added clay to the spheres and built up the main muscle groups. For much of the lessons I wasn’t sure what the end goal was, other than the final orc. So we spent some hours adding and refining the musculature, getting the boots right and sculpting a loincloth and belt shield.

    Progress of the sculpt. The face was a detailed task, since we want to give the orc some personality. Then adding detail to the body muscles and then adding clothes to cover such bits as an orc feels it necessary to cover.

    I’m not sure why, but I didn’t save any of the progress during the face sculpt; it followed a similar path to the work we did to create Bob, but adding tusks and shaping the mouth around them was different.

    Next was to make the basic figure a bit more characterful. As with Bob, this involved adding asymmetry, scars and general wonkiness to the face. Further, this time we added ugly lumps and diseased parts to the orc. It was a shame to do this, I’d spent some time getting the musculature of the shoulders right and they were covered by the shoulder plate and the hideous growth that I added.

    To make the orc a bit more interesting and to seem like he’d had a bit of a life, we added unsightly lumps and a horrible growth to his left shoulder. That’s what happens when you mess with wizards.

    Raised veins were added using a texture brush – basically paint on a texture and it makes whatever shape is on the brush. I’d need to go back and be reminded how to do that again.

    As part of the messification of the sculpt, we had added some detail to the belt boss and bashed the metal bits around because this orc has seen action.

    It was about here that I showed the sculpt to our daughter, who named him ‘Steve’.

    So I had an orc ready to colour in and use to learn about animating characters. But that’s for next time.