blenderart_mag-22_eng

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Issue 22 | Jun 2009 Blender learning made easy COVERART A fish out of water - Tom Luhtala 3dWorkshop - Tracks Creator 3dWorkshop - Fun WIth Texture Nodes 3dWorkshop - WaterTank Making Of - Arkor

description

3dWorkshop - Tracks Creator Making Of - Arkor Issue 22 | Jun 2009 Blender learning made easy COVERART A fish out of water - Tom Luhtala

Transcript of blenderart_mag-22_eng

Page 1: blenderart_mag-22_eng

Issue 22 | Jun 2009

Blender learning made easy

COVERART A fish out of water - Tom Luhtala

3dWorkshop - Tracks Creator

3dWorkshop - Fun WIth Texture Nodes

3dWorkshop - WaterTank

Making Of - Arkor

EDITORGaurav Nawani gauravblenderartorg

MANAGING EDITORSandra Gilbert sandrablenderartorg

WEBSITENam Pham namblenderartorg

DESIGNERGaurav Sandra Alex

PROOFERSKevin BraunPhillip RyalsBruce WestfallJoshua LeungLynda SchemanskyNoah SummersJoshua ScottonMark WarrenWade BickPatrick ODonnellBrian C TreacyScott HillHenriel VeldtmannDaniel Hand

WRITERSPhilippe RoubalDawid SkrodzkiLeonardo Nahuel BelichPaulo Silva (Engelik)Pascal FallertSandra Gilbert

COVER ARTA fish out of water - Tom Luhtala

CONTENTS

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

2

Tutorial - Tracks Creator

Tutorial - Fun with Texture Nodes

Tutorial - Water Tank

Making - Arkor

Making - Cute Clown

Making - Cave Troll

KnowHow - Great Educational Resource

10

15

17

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26

29

Have you ever noticed that people like get-ting the living daylights scared out ofthemselves In fact some people even go

out of their way to scare themselves (ie scarymovies images games rides etc) And why youmight ask would so many people enjoy gettingscared Its not like fear is one of the fun warmfuzzy feelings Its because fear while often un-pleasant jump starts your heart gets the bloodmoving and makes you feel alive If you ask meit is a darn odd way to enjoy yourself but heywhatever makes you happy or should I say feelalive

Although we are still months away from Hal-loween as you might have guessed were goingto try to give you a few scares All in fun ofcourse In this issue we are going to exploreThings that go bump in the Night and see ifwe cant get your blood pumping a little

We have a Cute Clown who is anything butcute In fact he is downright scary enough togive you a nightmare or two Nahuel Belich ex-plains all the gruesome details and inspirationfor his Cute Clown image he even made us

some videos showing how he went about cer-tain stages

David Skrodzki and Paulo Silva both show ushow they created their creature charactersLOTR Cave Troll and Arkor Philippe Roubalshows us how to create tracks and foot printsThis is one very creative technique that has allkinds of uses From footprints in the sand orsnow to wet ghost prints silently appearing in adimly lit room And Pascal Fallert shows us howhe created a great fluid simulation that lookssuspiciously like blood

So get ready to be spooked educated and enter-tained Oh and you might want to turn all thelights on just in case Have Fun

sandrablenderartorg

Sandra GilbertManaging Editor

EDITORIAL 3

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionI finally got a chance to sit down and watch Crea-ture Factory and oddly enough the timing was per-fect for this issues theme What could be betterthan watching the creation of what admittedly is arather nasty creature Well nasty in the sense that Iwouldnt want to run into it in a dark alley whoam I kidding I wouldnt want to run into that thingin a well lit alley P

And yet for all that the creature is obviously a dan-gerous character it is also beautiful in its own wayEspecially the way it moves Almost cat-like in itsgracefulness with a coiled pent-up power and dan-ger ready to be unleashed at a moments notice

Watching Andy create such an amazing creature(who I later discovered he had nicknamed Larrythat made me giggle) was very educational for meIt was somewhat of an eye opener to see that a crea-ture that detailed actually had so few vertices(relatively speaking of course) His technique mode-ling style produces quite a bit of detail while creatingsome very clean meshes (Something I am going toseriously try to emulate in my future models)

So lets talk about Creature Factory Andy recordedover 40 hours of work on the production of a 90 sec-ond trailer In the first place only 40 odd hours for a90 second trailer I think he must have a souped upversion of Blender or a magic button the rest of usdidnt get P

All kidding aside Andy is a talented artist and Crea-ture Factory is a peek into not only how he worksand creates his images and animations but into hisimagination and creative thought process as well

As you watch the resulting edited videos Andy pro-vides a detailed running commentary on the deci-sions he made why he made them and even laughsat himself as he realizes that he made mistakes hereand there Which of course adds to both the educa-tional as well as entertainment value of the videosQuite a lot can be learned from seeing or making amistake and then being required to fix it in order tomake a project work

In addition to seeing Andy model not only the crea-ture and the environment (the set) he also showsyou how he set up his lighting There are several dif-ferent lighting setups depending on which part ofthe trailer you are looking at But the one that struckme as the most inspired was in the shot of thespherical gate (door) just before and as the creatureis coming out The combination of the greenish bluelights with the dark reds is admittedly an odd combi-nation of colors to use but the result added a depthand realism to the feeling of impending danger asthe creature emerged

IZZY SPEAKS Creature Factory Review 4

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Having just recently tried my hand at posing and ani-mating (with somewhat disappointing results) Iwatched very closely to gain as many insider tips andtechniques as possible as Andy posed and animatedthe creature for the various shots The main thingthat stuck with me is that he set all the main posesfirst and then went back and added more in betweenposes That seems to be a rather quick and effectiveway to get yours shots blocked out and refined witha minimum of fuss

All in all I greatly enjoyed all the videos and learnedquite a bit just from my first viewing of them I willobviously be viewing them again at least severaltimes to make sure that I have gleaned all possibletips and tricks Which I may or may not be able toactually duplicate or apply to my own projects Atthe very least it provides a great deal of inspirationto try to create greatness myself

If you have not seen the Creature Factory videos asof yet I highly encourage you to do so

You can still purchase your very own Creature Fac-tory DVD from the Blender Foundation e-shop

Purchasing the DVD from the e-shop not only givesyou all the videos written tutorials and blend filesbut you will also be supporting future Blender Foun-dation training projects

BlenderGroupie has uploaded the videos from Crea-ture Factory to his bliptv channel and can be viewedhere

IZZY SPEAKS Creature Factory Review 5

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

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The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

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Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 2: blenderart_mag-22_eng

EDITORGaurav Nawani gauravblenderartorg

MANAGING EDITORSandra Gilbert sandrablenderartorg

WEBSITENam Pham namblenderartorg

DESIGNERGaurav Sandra Alex

PROOFERSKevin BraunPhillip RyalsBruce WestfallJoshua LeungLynda SchemanskyNoah SummersJoshua ScottonMark WarrenWade BickPatrick ODonnellBrian C TreacyScott HillHenriel VeldtmannDaniel Hand

WRITERSPhilippe RoubalDawid SkrodzkiLeonardo Nahuel BelichPaulo Silva (Engelik)Pascal FallertSandra Gilbert

COVER ARTA fish out of water - Tom Luhtala

CONTENTS

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

2

Tutorial - Tracks Creator

Tutorial - Fun with Texture Nodes

Tutorial - Water Tank

Making - Arkor

Making - Cute Clown

Making - Cave Troll

KnowHow - Great Educational Resource

10

15

17

19

21

26

29

Have you ever noticed that people like get-ting the living daylights scared out ofthemselves In fact some people even go

out of their way to scare themselves (ie scarymovies images games rides etc) And why youmight ask would so many people enjoy gettingscared Its not like fear is one of the fun warmfuzzy feelings Its because fear while often un-pleasant jump starts your heart gets the bloodmoving and makes you feel alive If you ask meit is a darn odd way to enjoy yourself but heywhatever makes you happy or should I say feelalive

Although we are still months away from Hal-loween as you might have guessed were goingto try to give you a few scares All in fun ofcourse In this issue we are going to exploreThings that go bump in the Night and see ifwe cant get your blood pumping a little

We have a Cute Clown who is anything butcute In fact he is downright scary enough togive you a nightmare or two Nahuel Belich ex-plains all the gruesome details and inspirationfor his Cute Clown image he even made us

some videos showing how he went about cer-tain stages

David Skrodzki and Paulo Silva both show ushow they created their creature charactersLOTR Cave Troll and Arkor Philippe Roubalshows us how to create tracks and foot printsThis is one very creative technique that has allkinds of uses From footprints in the sand orsnow to wet ghost prints silently appearing in adimly lit room And Pascal Fallert shows us howhe created a great fluid simulation that lookssuspiciously like blood

So get ready to be spooked educated and enter-tained Oh and you might want to turn all thelights on just in case Have Fun

sandrablenderartorg

Sandra GilbertManaging Editor

EDITORIAL 3

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionI finally got a chance to sit down and watch Crea-ture Factory and oddly enough the timing was per-fect for this issues theme What could be betterthan watching the creation of what admittedly is arather nasty creature Well nasty in the sense that Iwouldnt want to run into it in a dark alley whoam I kidding I wouldnt want to run into that thingin a well lit alley P

And yet for all that the creature is obviously a dan-gerous character it is also beautiful in its own wayEspecially the way it moves Almost cat-like in itsgracefulness with a coiled pent-up power and dan-ger ready to be unleashed at a moments notice

Watching Andy create such an amazing creature(who I later discovered he had nicknamed Larrythat made me giggle) was very educational for meIt was somewhat of an eye opener to see that a crea-ture that detailed actually had so few vertices(relatively speaking of course) His technique mode-ling style produces quite a bit of detail while creatingsome very clean meshes (Something I am going toseriously try to emulate in my future models)

So lets talk about Creature Factory Andy recordedover 40 hours of work on the production of a 90 sec-ond trailer In the first place only 40 odd hours for a90 second trailer I think he must have a souped upversion of Blender or a magic button the rest of usdidnt get P

All kidding aside Andy is a talented artist and Crea-ture Factory is a peek into not only how he worksand creates his images and animations but into hisimagination and creative thought process as well

As you watch the resulting edited videos Andy pro-vides a detailed running commentary on the deci-sions he made why he made them and even laughsat himself as he realizes that he made mistakes hereand there Which of course adds to both the educa-tional as well as entertainment value of the videosQuite a lot can be learned from seeing or making amistake and then being required to fix it in order tomake a project work

In addition to seeing Andy model not only the crea-ture and the environment (the set) he also showsyou how he set up his lighting There are several dif-ferent lighting setups depending on which part ofthe trailer you are looking at But the one that struckme as the most inspired was in the shot of thespherical gate (door) just before and as the creatureis coming out The combination of the greenish bluelights with the dark reds is admittedly an odd combi-nation of colors to use but the result added a depthand realism to the feeling of impending danger asthe creature emerged

IZZY SPEAKS Creature Factory Review 4

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Having just recently tried my hand at posing and ani-mating (with somewhat disappointing results) Iwatched very closely to gain as many insider tips andtechniques as possible as Andy posed and animatedthe creature for the various shots The main thingthat stuck with me is that he set all the main posesfirst and then went back and added more in betweenposes That seems to be a rather quick and effectiveway to get yours shots blocked out and refined witha minimum of fuss

All in all I greatly enjoyed all the videos and learnedquite a bit just from my first viewing of them I willobviously be viewing them again at least severaltimes to make sure that I have gleaned all possibletips and tricks Which I may or may not be able toactually duplicate or apply to my own projects Atthe very least it provides a great deal of inspirationto try to create greatness myself

If you have not seen the Creature Factory videos asof yet I highly encourage you to do so

You can still purchase your very own Creature Fac-tory DVD from the Blender Foundation e-shop

Purchasing the DVD from the e-shop not only givesyou all the videos written tutorials and blend filesbut you will also be supporting future Blender Foun-dation training projects

BlenderGroupie has uploaded the videos from Crea-ture Factory to his bliptv channel and can be viewedhere

IZZY SPEAKS Creature Factory Review 5

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

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19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 3: blenderart_mag-22_eng

Have you ever noticed that people like get-ting the living daylights scared out ofthemselves In fact some people even go

out of their way to scare themselves (ie scarymovies images games rides etc) And why youmight ask would so many people enjoy gettingscared Its not like fear is one of the fun warmfuzzy feelings Its because fear while often un-pleasant jump starts your heart gets the bloodmoving and makes you feel alive If you ask meit is a darn odd way to enjoy yourself but heywhatever makes you happy or should I say feelalive

Although we are still months away from Hal-loween as you might have guessed were goingto try to give you a few scares All in fun ofcourse In this issue we are going to exploreThings that go bump in the Night and see ifwe cant get your blood pumping a little

We have a Cute Clown who is anything butcute In fact he is downright scary enough togive you a nightmare or two Nahuel Belich ex-plains all the gruesome details and inspirationfor his Cute Clown image he even made us

some videos showing how he went about cer-tain stages

David Skrodzki and Paulo Silva both show ushow they created their creature charactersLOTR Cave Troll and Arkor Philippe Roubalshows us how to create tracks and foot printsThis is one very creative technique that has allkinds of uses From footprints in the sand orsnow to wet ghost prints silently appearing in adimly lit room And Pascal Fallert shows us howhe created a great fluid simulation that lookssuspiciously like blood

So get ready to be spooked educated and enter-tained Oh and you might want to turn all thelights on just in case Have Fun

sandrablenderartorg

Sandra GilbertManaging Editor

EDITORIAL 3

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionI finally got a chance to sit down and watch Crea-ture Factory and oddly enough the timing was per-fect for this issues theme What could be betterthan watching the creation of what admittedly is arather nasty creature Well nasty in the sense that Iwouldnt want to run into it in a dark alley whoam I kidding I wouldnt want to run into that thingin a well lit alley P

And yet for all that the creature is obviously a dan-gerous character it is also beautiful in its own wayEspecially the way it moves Almost cat-like in itsgracefulness with a coiled pent-up power and dan-ger ready to be unleashed at a moments notice

Watching Andy create such an amazing creature(who I later discovered he had nicknamed Larrythat made me giggle) was very educational for meIt was somewhat of an eye opener to see that a crea-ture that detailed actually had so few vertices(relatively speaking of course) His technique mode-ling style produces quite a bit of detail while creatingsome very clean meshes (Something I am going toseriously try to emulate in my future models)

So lets talk about Creature Factory Andy recordedover 40 hours of work on the production of a 90 sec-ond trailer In the first place only 40 odd hours for a90 second trailer I think he must have a souped upversion of Blender or a magic button the rest of usdidnt get P

All kidding aside Andy is a talented artist and Crea-ture Factory is a peek into not only how he worksand creates his images and animations but into hisimagination and creative thought process as well

As you watch the resulting edited videos Andy pro-vides a detailed running commentary on the deci-sions he made why he made them and even laughsat himself as he realizes that he made mistakes hereand there Which of course adds to both the educa-tional as well as entertainment value of the videosQuite a lot can be learned from seeing or making amistake and then being required to fix it in order tomake a project work

In addition to seeing Andy model not only the crea-ture and the environment (the set) he also showsyou how he set up his lighting There are several dif-ferent lighting setups depending on which part ofthe trailer you are looking at But the one that struckme as the most inspired was in the shot of thespherical gate (door) just before and as the creatureis coming out The combination of the greenish bluelights with the dark reds is admittedly an odd combi-nation of colors to use but the result added a depthand realism to the feeling of impending danger asthe creature emerged

IZZY SPEAKS Creature Factory Review 4

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Having just recently tried my hand at posing and ani-mating (with somewhat disappointing results) Iwatched very closely to gain as many insider tips andtechniques as possible as Andy posed and animatedthe creature for the various shots The main thingthat stuck with me is that he set all the main posesfirst and then went back and added more in betweenposes That seems to be a rather quick and effectiveway to get yours shots blocked out and refined witha minimum of fuss

All in all I greatly enjoyed all the videos and learnedquite a bit just from my first viewing of them I willobviously be viewing them again at least severaltimes to make sure that I have gleaned all possibletips and tricks Which I may or may not be able toactually duplicate or apply to my own projects Atthe very least it provides a great deal of inspirationto try to create greatness myself

If you have not seen the Creature Factory videos asof yet I highly encourage you to do so

You can still purchase your very own Creature Fac-tory DVD from the Blender Foundation e-shop

Purchasing the DVD from the e-shop not only givesyou all the videos written tutorials and blend filesbut you will also be supporting future Blender Foun-dation training projects

BlenderGroupie has uploaded the videos from Crea-ture Factory to his bliptv channel and can be viewedhere

IZZY SPEAKS Creature Factory Review 5

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

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l

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

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16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

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19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

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Silv

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

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elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 4: blenderart_mag-22_eng

IntroductionI finally got a chance to sit down and watch Crea-ture Factory and oddly enough the timing was per-fect for this issues theme What could be betterthan watching the creation of what admittedly is arather nasty creature Well nasty in the sense that Iwouldnt want to run into it in a dark alley whoam I kidding I wouldnt want to run into that thingin a well lit alley P

And yet for all that the creature is obviously a dan-gerous character it is also beautiful in its own wayEspecially the way it moves Almost cat-like in itsgracefulness with a coiled pent-up power and dan-ger ready to be unleashed at a moments notice

Watching Andy create such an amazing creature(who I later discovered he had nicknamed Larrythat made me giggle) was very educational for meIt was somewhat of an eye opener to see that a crea-ture that detailed actually had so few vertices(relatively speaking of course) His technique mode-ling style produces quite a bit of detail while creatingsome very clean meshes (Something I am going toseriously try to emulate in my future models)

So lets talk about Creature Factory Andy recordedover 40 hours of work on the production of a 90 sec-ond trailer In the first place only 40 odd hours for a90 second trailer I think he must have a souped upversion of Blender or a magic button the rest of usdidnt get P

All kidding aside Andy is a talented artist and Crea-ture Factory is a peek into not only how he worksand creates his images and animations but into hisimagination and creative thought process as well

As you watch the resulting edited videos Andy pro-vides a detailed running commentary on the deci-sions he made why he made them and even laughsat himself as he realizes that he made mistakes hereand there Which of course adds to both the educa-tional as well as entertainment value of the videosQuite a lot can be learned from seeing or making amistake and then being required to fix it in order tomake a project work

In addition to seeing Andy model not only the crea-ture and the environment (the set) he also showsyou how he set up his lighting There are several dif-ferent lighting setups depending on which part ofthe trailer you are looking at But the one that struckme as the most inspired was in the shot of thespherical gate (door) just before and as the creatureis coming out The combination of the greenish bluelights with the dark reds is admittedly an odd combi-nation of colors to use but the result added a depthand realism to the feeling of impending danger asthe creature emerged

IZZY SPEAKS Creature Factory Review 4

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Having just recently tried my hand at posing and ani-mating (with somewhat disappointing results) Iwatched very closely to gain as many insider tips andtechniques as possible as Andy posed and animatedthe creature for the various shots The main thingthat stuck with me is that he set all the main posesfirst and then went back and added more in betweenposes That seems to be a rather quick and effectiveway to get yours shots blocked out and refined witha minimum of fuss

All in all I greatly enjoyed all the videos and learnedquite a bit just from my first viewing of them I willobviously be viewing them again at least severaltimes to make sure that I have gleaned all possibletips and tricks Which I may or may not be able toactually duplicate or apply to my own projects Atthe very least it provides a great deal of inspirationto try to create greatness myself

If you have not seen the Creature Factory videos asof yet I highly encourage you to do so

You can still purchase your very own Creature Fac-tory DVD from the Blender Foundation e-shop

Purchasing the DVD from the e-shop not only givesyou all the videos written tutorials and blend filesbut you will also be supporting future Blender Foun-dation training projects

BlenderGroupie has uploaded the videos from Crea-ture Factory to his bliptv channel and can be viewedhere

IZZY SPEAKS Creature Factory Review 5

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

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12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

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rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

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lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

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Nah

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21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

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Nah

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22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

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uel B

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24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

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25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

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27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 5: blenderart_mag-22_eng

Having just recently tried my hand at posing and ani-mating (with somewhat disappointing results) Iwatched very closely to gain as many insider tips andtechniques as possible as Andy posed and animatedthe creature for the various shots The main thingthat stuck with me is that he set all the main posesfirst and then went back and added more in betweenposes That seems to be a rather quick and effectiveway to get yours shots blocked out and refined witha minimum of fuss

All in all I greatly enjoyed all the videos and learnedquite a bit just from my first viewing of them I willobviously be viewing them again at least severaltimes to make sure that I have gleaned all possibletips and tricks Which I may or may not be able toactually duplicate or apply to my own projects Atthe very least it provides a great deal of inspirationto try to create greatness myself

If you have not seen the Creature Factory videos asof yet I highly encourage you to do so

You can still purchase your very own Creature Fac-tory DVD from the Blender Foundation e-shop

Purchasing the DVD from the e-shop not only givesyou all the videos written tutorials and blend filesbut you will also be supporting future Blender Foun-dation training projects

BlenderGroupie has uploaded the videos from Crea-ture Factory to his bliptv channel and can be viewedhere

IZZY SPEAKS Creature Factory Review 5

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

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12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

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e R

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 6: blenderart_mag-22_eng

Durian ProjectThe third open movie projecthas started preparation and willsoon be underway Submissiondeadline has passed with over150 submissions received to besorted through for our newteam members The memberswill be announced soon

They already have a project page set up so that youcan start following their progress

Durian Project is due to start up September 1 deliv-ering a result around MarchApril 2010

Durian is an Asian fruit ugly and smelly but deliciousThatrsquos a perfect code name for a movie project aimed atadolescents mostly with an epic fantasy theme withlots of action monsters and a girl hero

As usual therersquos been a lot of work behind the scenes toensure we have a realistic target and good outlook ongetting additional financing Only then I appoint a smallcore team to help me further defining this project Irsquomvery happy to be able to announce these three greatartists who will help out

Martin Lodewijk godfather of Dutch comics forscript

Colin Levy Blender artist and filmer director

David Revoy Blender artist and illustrator con-cept art

Check the portfolios on the about page

They will also need everyonersquos help to support thisproject Once the full team is known a DVD pre-sale will

start providing us with the essential basic funding togive the team a good and warm welcome to start work-ing in Amsterdam

DVD training 4 Venoms LabThe Blender Institution hasannounced their 4th train-ing DVD Venoms Lab cre-ated by Pablo (VenomGFX)Vazquez lead artist ofproject Apricot Yo Frankie

Pablo has put together 10information packed chap-ters covering the specifictechniques and toolsneeded to create some ofhis most famous charac-ters

Table of Contents

1 Firulo Subsurface modeling

2 Korno Sculpting

3 Zanno UV unwrap texture layers painting

4 Fraka Shading material nodes light

5 Carnerito Realtime GLSL shading

6 Antonio Cloth simulation

7 Merlin Eye modeling shading

8 Braka Fur grooming and shading

9 Tibolino Compositing and environments

10 Teaser All techniques used for the teaser

BLENDER NEWS 6

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

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ilipp

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

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18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

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19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

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Silv

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

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Nah

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Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 7: blenderart_mag-22_eng

The DVD assumes you already know the basics of Blend-er like object transform simple modeling adding mate-rials or working with files It is especially targeted atpeople who want to train their artistic skills and masterBlender further

Venoms Lab includes the latest (249) version of Blenderfor Windows Mac OS X and Linux as well as a lot of freeto use characters and demo files The training techniqueswere chosen to be valid in the 25x Blender releases aswell

The DVD will be in both Spanish and English This is stilla pre-order item that is due to be shipped the end of June2009

Blender 249 Release

The newest release of Blender came packed withsome really fun goodies as well as some bug fixesand code clean-up

Video Texture The Game Engine now supportsmultiple streams of video textures for interactiveplayback in environments You can use video files(also from URLs) image files video captures mem-ory buffer camera render or a mix of that

Real-time Dome rendering This feature allowsartists to visualize their interactive projects withinan immersive dome environment Blender supportsFulldome Truncated domes (front and rear) Plane-tariums and domes with spherical mirrors

Game Engine speed-up Significant speedup hasbeen achieved in several areas

Scene Graph optimizes static objects

View Frustum culling

Occlusion culling

Faster Bullet physics initializing

Overall improvement is significant a complex gamelike Yo Frankie runs 3x faster now

Bullet Physics The Bullet library upgrade in thisrelease includes brand new generic 6dof constraintwith run-time configurable limits motors andsprings to allow for physics-based vehicles forkliftrobots and ragdolls And more

Game Engine Modifier support Support fornon-time-dependent modifiers in the GE no need toapply the modifiers before running the game Worksfor physics shape too

Improved Game Logic and Python API Improvestability documentation and completeness for the py-thon API

Attribute access

GameObject properties of any type

OpenGL and Geometry modules

New logic and the rendering functions

Better error feedback

Texture Nodes Next to Compositing and MaterialsBlender Textures now support Node editing You can useit to create advanced procedural textures including frac-tal based systems And even better a Texture Nodetree

BLENDER NEWS 7

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

ilipp

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12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

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13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

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rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

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Nah

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21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

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krod

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26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

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Skr

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 8: blenderart_mag-22_eng

can even become a Brush for painting

Projection Painting Painting in the 3D view has beenimproved to support projection painting which allowsyou to paint directly onto your model without having toworry about UV mapping or seams

Etch-a-ton armature sketching Etch-a-ton is a de-velopment snapshot for sketching techniques applied torigging It can be used both for creating chains of defor-mation bones through various subdivision techniques orthrough re-targeting templates

Boolean improvements In 249 you can put aBoolean Modifier on any level in the stack allowing youto intersect deformed or subdivided models too You canalso insert multiple Booleans in one stack now

JPEG2000 support Blender now supports the newhigh quality JPEG format It has much better compres-sion supports Alpha layers and HDR color up to 16 bitsper channel JPEG2000 support is available in Blender eve-rywhere including Sequencer Compositor and UV tex-ture editor

Python Script extensions New scripts have beenadded tools such as Landscape or Bolt generators andthe importerexporters had several updates and fixes

Also worth visiting is the very complete (over 300) ScriptsCatalog in our wiki

Features amp Fixes A lot of smaller features and bugfixes were done for 249 as well Hundreds of reportswere handled the past 6 months

BlenderNation LinksBart has re-cently addedeven moreusefulness tothe valuableBlenderNa-tion site He has set up a link page to make it easierfor users to find links to up to date tutorials modelsbooks and textures

From the BlenderNation site

It is with great pride (and just a tiny bit of fear) that Iannounce BlenderNation Links Im hoping that it willsolve the biggest challenge for Blender users findingquality and up to date tutorials downloadable modelstextures books BN Links is a community-driven web-site where authors can leave their links and tag themOur link browser allows you to drill down to exactly thekind of content that youre looking for

For example

Looking for Spanish tutorials on modeling We havethat An English tutorial that covers both rendering andtexturing for intermediate-level users in PDF We havethat too Downloadable models under a Creative Com-mons license Check Or maybe youre just looking forEnglish video tutorials for advanced users Try here Ohwait Some good books on lighting and rendering Justwhat you needed

Go on - try it and see if you can find anything you likePlease note that weve just begun filling the database sothere are only about 60 links in the system now - hope-fully this will increase rapidly after today

BLENDER NEWS 8

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

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eona

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Nah

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elic

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22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

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awid

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28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

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30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 9: blenderart_mag-22_eng

Of course you can leave comments for each link andthese comments will be mailed to the links author

Where do you find BN Links

To access BN Links follow the BlenderNation Linksmenu at the top of this page or use the link in the side-bar on the homepage

Would you like to add your links

Like I said BN Links is a community-driven website Youcan enter your own links - read more about how to ap-ply for an account here

The Future

BN Links is not finished yet One of the most importantnew features will be community ratings and sorting oflinks by their popularity For now I first need to see howour (old) server holds up under the load If everythinggoes ok then Ill activate new features one by one Ofcourse if you have suggestions for new features or linktypes let us know

BLENDER NEWS 9

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

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10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

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ilipp

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11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

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13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

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t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

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rdo

Nah

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elic

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22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

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rdo

Nah

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elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

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25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

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27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

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30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 10: blenderart_mag-22_eng

IntroductionAn automated setup to help you make allkinds of tracks or prints in grass sandsoil mud snow paint or blood

Some days ago I found an excellentvideo tutorial about making realisticgrass written by Andrew Price onblendergurucom His materials andlighting setup are really awesome and Ihave enjoyed playing with them Lastyear I had done some countryside scenes

with animated grass but I had used a completelydifferent method to animate the grass based on acopy of the ground mesh hidden underneath theground surface animated by a displacement textureI mean that the hair particles were animated by themoving mesh not directly by the texture itself

Andrewrsquos method to simulate the wind and animatethe grass is based on a moving texture named Windand driven by an Empty This Wind texture is a pro-cedural Marble texture applied to the grass materialbut disabled in the texture panel A Field is appliedto the Empty The Field is set to Texture and RGB anduses the Wind texture as reference

After reading Andrewrsquos tutorial the first questionthat came to my mind was great we have nicegrass but now how do we mow the lawn in ananimation After some searches and experiments Ifound that the same method was usable using handdrawn textures or animated textures Almost anyeffect can be achieved like the track of a lawn mow-er a car a predator running in high weeds and any-thing else you could imagine

A long time ago I had made a tutorial about footprints on the sand I decided to build a setup to eas-ily create all kinds of tracks and prints we couldneed and usable on almost all natural materials likegrass sand soil mud snow paint or even wet footprints on a wood floor the Tracks Creator But be-fore animating lets study an example with a stilltexture

For displacement mapping and also for simple Bumpor RGB nor Map it is often easier to select Object inthe Map Input panel and use an Empty as objectreference to allow the perfect placement of the tex-ture When using a Displacement Modifier you maymove the texture manually by moving the Emptyand the effect is visible in real time in the 3D win-dow

Because only UV mapped textures are visible in the3D window for Bump maps or Nor Maps you willhave to render or use the Preview [Shift+P] renderwindow

Textures moved by an object or an empty used asreference have plenty of uses In GIMP or any otherimage editor you can create textures with specificpatterns to achieve all kinds of interesting effectsMy short animation Crazy Boat is another exam-ple of the use of a moving texture applied to the wa-ter material to create a hole in the surface of thesea under the boat

In my lawn mower animation I have used a handdrawn texture animated by an empty to define anarea where the grass blades (hair particles) arepushed by the texture under the lawn mower Infact the lawn mower is parented to the same emptyused to drive the texture The texture is added to theGround plane material

3D WORKSHOP Tracks Creator

By

Phili

ppe

Rou

bal

10

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Automated Setup for Creating Tracks

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 11: blenderart_mag-22_eng

Note that you could also drive your texture directly us-ing the Lawn mower object but using an empty ishandy if you want to change or re-size the Lawnmower model

We will use RGB as a Wind parameter for the Field af-ter noticing that the grass behaviour was not the one Iexpected when using a greyscale texture I experi-mented with other color textures

Using Red Green or Blue give different results yourhair particles are pushed in different directions accord-ing to the chosen color

After some tests I decided to use a Blue on Grey tex-ture The Grey color is set to (R=127 G=127 B=127) or(R=128 G=128 B=128) This Grey color is neutral anddoesnrsquot affect the particles Using a Blue color I got thegrass blades to be pushed in the direction the lawnmower was moving Below the textures created toachieve the effects shown

The texture is setto Extend modeThis allows it toextend the colorof the texture inall directions andyou will get aninfinite track inthe directionwhere the Bluecolor is in contactwith the border ofthe texture

Note that you canvisually control the effect of the texture in top viewand re-size the texture to adjust the width of themower track by resizing the Empty Use [S] Key with-out any axis specification to avoid diagonal distortion

You may notice that the effect of resizing is invertedyour texture increases when you reduce the size of theempty

I have used the Strength parameter of the Field (youcan also adjust the Contrast parameter of the texture)to allow for shorter grass I stopped just before thegrass totally disappeared for more realism This allowsyou to keep some uncut grass blades Now we need toget shortened grass on the track of the lawn mowerUsing Weight Painting on the ground mesh allows youto get various lengths for the grass in different areasbut animation of the weight doesnrsquot seems to be possi-ble Selecting Particle Mode in the 3D view and settingthe particles system to Editable allows you to visuallyvary the length of the hair particles where you wantusing the Comb tools but this feature cant be ani-mated either

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

11

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 12: blenderart_mag-22_eng

The old particle system available in former releases ofBlender allowed you to control the length of the StaticParticles (name of hair particles in those old versions)using a grayscale texture I havenrsquot found yet such afunction in Blender v248a but maybe one of the otherField options allows it Until Irsquoll find a better way Iused another method to get the short grass after thelawn mower passed by

The idea is simple - I duplicated the ground plane andset the copy to not render the emitter

On this second ground surface using another particlesystem I make short grass grow It is always presentbut only visible in the area where the lawn mower haspushed down the long grass blades It is not necessaryto keep the same surface as the main ground planebecause you only need to fill a narrow lane on the trackof the lawn mower After reducing the surface you canreduce the amount of hair particles created on this sur-face otherwise yoursquoll get very thick grass on this lane Ihave used a different texture setup in the Colorbandbecause cut grass is more green than long blades

In the example shown up until now we have used onlystatic textures (simple images) You will certainly wantto create more complex effects with a Jeep car drivingthrough the fields or a predator running in the highweeds a Bigfoot walking in the snow or the invisibledead Lady of the black lake leaving wet foot prints onthe pontoon And of course following a path that willbe all except straight

At this point you will need an animated texture TheTracks Creator setup will help you in this task and itwill be almost as simple as pushing a button (I said al-most) You can render the animated texture as an AVIfile or a sequence of images I advise you to use a se-quence of images instead of a video because videos

donrsquot allow the Displacement Modifier to work in realtime

Open the Tracks-Creator-v3blend file and follow theinstructions in the Text window There are 2 screensavailable

Screen 1 Animation - Screen 2 Compositing

In the compositing screen you can adjust the level ofblur of your animated texture

There is a different setup on each layer used This willallow you to create various animated tracks Obviouslyafter playing a bit with the Blend file you will be ableto create your own tracks to match your needs

The animated texture that will be created by this setupwill be usable mainly in 3 manners

1 They will allow you to control the behaviour of thegrass made with hair particles like shown in theprevious examples and in Andrewrsquos tutorial but withcomplex curved paths

2 They can be used with the Displacement Modifier tocreate prints in sand soil mud and snow For thatyou will have to use a highly subdivided groundmesh The resolution of the textures will have to behigh to render details on a large surface The exam-ple below has been done with a surface of virtualdesert measuring 18 meters x 18 meters made ofaround 800000 quad faces Only a small part is visi-ble and it is not always necessary to subdivide morethan you will show Using a smaller surface will al-low more density and details in your subdividedground mesh allowing very close-up views whenneeded

3D WORKSHOP Tracks Creator

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12

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

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l

13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

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14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

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rdo

Nah

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elic

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22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

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Nah

uel B

elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

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25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

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27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

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29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 13: blenderart_mag-22_eng

3 - They can beused as a BumpMap texture tofake the relief ifyou donrsquot needreal displace-ment or if thescene is tooheavy for yourcomputer withreal displace-ment If you canconvert your sequence of images in a sequence of RGBNormal Maps it will be even better

For your first contact with the Blend file select a layerand play the animation by [Alt+A] or with the controlsin the timeline bar In the Blend file you will find -

Tracks in grass

Layer 1 Lawn-Mower track in grass

Layer 2 Car tracks in grass

Layer 3 Predator track in grass

Prints in sand paint soil mud or snow

Layer 4 Cat prints

Layer 5 Velociraptor prints (add bloody prints tothe list)

Layer 6 Jeep Tire tracks

Layer 7 Caterpillar tracks

Layer 8 Dotted line and animated airplane to beused over a world map in your travel films or ad-venture movies (like Indiana Jones)

Layer 11 Human foot prints without shoes

Layer 12 Human foot with shoes

Some tracks have two curves one is for the prints andone is for the mask It is helpful to edit the mask atcurve crossings

Foot prints are made of single prints parented to a longmesh with a Curve Modifier The mesh is set to Dupli-Faces So if you want more space between steps justedit the support mesh in Edit mode Size X If you wantbigger or smaller prints edit the Prints

Caterpillars Car Tire tracks and the blue tracks used ingrass are made of one simple mesh with a repeatedpattern If you want more or less space between thetwo tracks edit the tracks mesh

Choose the track color by modifying its material

Chose the background color by changing the back-ground plane or using the world color

In the Screen selector use the Node compositor(Screen 2 - Compositing) to adjust the level of blur ofthe generated mask (Blur filter)

Adjust your rendering parameters to match the de-sired resolution for your animated texture

Create your own path by editing the curve points

Use the Loc X parameter of the chosen track tomove each track along the curve

Parent your vehicle or predator to the Empty used asdriver which is itself parented to the tip of the track(vertex parented to 3 vertices at a tip of the mesh)

After rendering your animated texture as a sequence ofimage import it in your project and apply it to yourground material (the best result is with Global or Ob-ject for the Map reference with the texture set to Clip)You may have to re-size the setup in top view

3D WORKSHOP Tracks Creator

byPh

ilipp

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13

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

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15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

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rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

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20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

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Nah

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elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

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uel B

elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

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Nah

uel B

elic

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wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

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25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

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27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 14: blenderart_mag-22_eng

Now a second time import into your project all theobjects of the layer used to create your animated tex-ture Make a group before exporting it makes thingseasier I havenrsquot made groups because all grouped ob-jects are shown in green and it is not always fine whenworking in the 3D view Put the imported objects on alayer where you will hide at rendering time) There isan empty moving with the animated mask Use it asparent for your vehicle in order to make it follow thetextured track

The ShrinkWrap modifier is usable with curves so youcan put your track curve over your terrain and whenapplying the ShrinkWrap modifier the curves falls onyour modelled ground You can move the empty usedas the driver in the direction of Z axis and parent yourvehicle to it This will allow your vehicle to perfectlyfollow the contour of the ground mesh

You will only have to adjust the X and Y axis to get visu-ally a believable behavior for your vehicle You can use

the mask mesh to drive your car with more accuracyby following my tutorial about automated car anima-tion The Mask mesh is usable like the Arrow mesh inthis tutorial

I hope that this tutorial and setup will be understanda-ble and useful All necessary files can be found in theBlender section of my website Feel free to tell me ifyou noticed errors missing information or if you havefound a better way of doing this kind of work If youhave ideas to create other kinds of tracks Im open tosuggestions Thank you for reading

UPDATE Track Creator v3

New particle system for tracks generation added onLayer 9 Various wheels and caterpillar prints sam-ples on layer 10

Wolf prints added on layer 13

Airplane silhouette improved on layer 8

3D WORKSHOP Tracks Creator

byPh

ilipp

e R

ouba

l

14

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 15: blenderart_mag-22_eng

IntroductionOne of the funnest things about a newblender release is getting to play withand test the new features So I cleared upsome free time for playing and sat downto check out our new Texture Node fea-ture

With the release of Blender 249 you cannow create custom textures just like youcan with materials Once created thesetextures can be used just like regular tex-

tures But since this is a new feature and I didntpay any attention to the last development cycle itdawned on me that just because it looked like fun itdidnt mean that I knew how to actually use TextureNodes So off to the release notes where I found avery cool sample that looked simple enough that Icould replicate the effect

So here are my first attempts which are all varia-tions on the sample image

I discovered that playing with Texture Nodes waspretty easy especially if you are somewhat familiarwith how material nodes work

All you need to do iswith your object se-lected create

A new material

A new texture

In the Texture but-tons window there isa new button in the texture panel Nodes If youclick it all the normal texture options disappearWhich is totally okay because we are going to cre-ate our textures in the Node editor window wherehappily enough all of our favorite options are avail-able

Switch to the Node Editor Click on the new Texturebutton (it is the spotted one) Go ahead and deletethe default checker node panel

Add 2 Blend Nodes

AddgtTexturesgtBlend

Add a Voroni Node

AddgtTexturesgtVoroni (See Image below)

3D WORKSHOP Fun with Texture Nodes

By

Sand

ra G

ilber

t

15

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fun With Texture Nodes

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 16: blenderart_mag-22_eng

For the 1st Blend choose

Diagonal

Color 1 white

Color 2 Black

For the 2nd Blend choose

Sphere

Color 1 white

Color 2 black

Connect the following

Blend 1 (diagonal blend) to W1 socket on the Voroninode

Blend 2 (sphere blend) to W4 socket on Voroni node

On the Voroni Node you can play with the other set-tings until you get a pattern that makes you happy

Connect the Voroni nodes color socket to the Out-put Viewers color socket

There is a name box where you can give your newtexture an unique name

Okay the Node texture is finished so now lets useit

In the Texture panel of thematerial buttons windowthere is now a ldquoUse Outputrdquooption with a drop downlist of available node tex-tures Select the Texture youjust created

Now you can use it just like any other texture You canuse them in texture channels as part of materialnodes with particle systems and even combine themwith other textures

And the fun part is you can go back and change changecolors texture types and settings on the fly as youneed or want just like you can in Material node setups

Now how cool is that

After I hadgotten morecomfortablewith the texturenodes and mysample varia-tions I startedplaying a bitmore and cameup with a totallyuseless tie dyedlook thatamused me tono end

3D WORKSHOP Fun with Texture Nodes

bySa

ndra

Gilb

ert

16

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 17: blenderart_mag-22_eng

IntroductionSometime ago I made a fluid simulationand put it on YouTube I was asked how Idid that so I decided to make a tutorialWell here it is

Step 1 Create a cube dimensions x=5y=3 z=4 Name it Domain

Step 2 Add an ico-sphere Subdivision=2Radius=02

Scale it in edit-mode onthe X-Axis 03 Locationx=-2 y=05 z=3

Name it Inflow

Step 3 Duplicate (Shift-D) the first cube andmove the sides and thebottom about 004BUtowards the inside Theheight should be about1BU

Name it Fluid thiswill be the water that isalready in the water-tank

Step 4 Now the Fluid-settings Select theFluid-Mesh go toPhysics and enable theFluid-button Use thesettings below

Step 5 Select theDomain-Mesh enablethe Fluid-button Definethe Mesh as Domain

On the Std-page changeEnd to 12

On the Adv-pagechange Gravity Z to -20and Realworld-size to 1

Step 6 Select the In-flow-Sphere enable theFluid-button Define theMesh as Inflow Leavethe Settings becausewe will use an IPO tocontrol them

Step 7 IPO for the Inflow-Sphere Open the IPO-edi-tor and change the IPO-type to Fluidsim The Ac-tive-IPO activates the inflow on Frame 31 and stopsit on Frame 151 Add a linear curve with the Points

3D WORKSHOP Water Tank

By

Pasc

al F

alle

rt

17

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fluid Simulation In A Water Tank

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 18: blenderart_mag-22_eng

P1(x=30 y=0) P2(x=31 y=1) P3(x=150 y=1) P4(x=151y=0)

The first 30 frames are for the fluid-object to dropdown I dont use them for rendering but in order forthe waves to tranquilize Maybe theres a better way todo this but thats how I did it

The second IPO-curve controls the velocity for the x-direction It starts at frame 31 and rises up to 5 atframe 51From frame 130 up to 150 it falls back to level0 This makes the water fade in and out smoothly

Thats it Select the Domain-mesh go to Physics and hitBAKE For a realistic result you have to change the res-olution to 200 or more but this takes very long to cal-culate Its useful to have a second computer to workwith while the first one calculates the simulationMove Inflow and Fluid to an invisible layer and setdomain to smooth

You should get something like this (frame 43) Renderthe frames 31 to about 250 You can find the Animationon my homepage or on Youtube

Heres a still from mysimulation

I hope you can usethis tutorial andmake animations byyourself If you haveany questions orknow better ways toachieve this pleasefeel free to send mean email or post a comment on Youtube

Cheers

Pascal Fallert

keith73gmxnet

3D WORKSHOP Water Tank

byPa

scal

Fal

lert

18

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 19: blenderart_mag-22_eng

IntroductionIn this tutorial Im going to explain thegeneral work-flow that I used to createmy real-time character Arkor

Concept

A good concept is really important andyoushouldspendsome

time here becauseno mater how gooda modeler you areyou cant do muchif your initial con-cept is poor

When working onthe concept I findit useful to explorethe silhouette witha simple black andwhite drawing Itseasy and fast to draw andeasy to discard and whenyou find something you likeyou can go on and refine it

Since I wanted to see howthe concept worked in 3d Idid a simple base mesh andconcept sculpt to test theshapes and ended upchanging quite a few thingsin the sculpt

Modeling the high poly

Here you need to model each piece that makes yourmodel and decide how you are gonna model it

Hard surfaces work better with poly modeling andnice beveled edges When making organic surfacesyoud be better off making a base mesh and thensculpting the detail with sculpt tools

Modeling the low poly

When modeling the low poly mesh silhouette is thekey You need to use your polygons wisely and try tokeep the silhouette of the high poly as much as thepoly-budget allows If a surface is mainly planarthen there is no need for many polys since the de-tails will come from the normal map If your modelis going to deform then you also need to pay atten-tion to the deformation areas (knees elbows) andadd loops to support that deformation Here yourbest friend is the blender retopology tool )

MAKING OF Arkor

By

Paul

o Si

lva

19

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Arkor

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 20: blenderart_mag-22_eng

Activate it and draw your low poly geometry over thehigh poly Its really a time saver

Baking

This part isntmuch fun but is anecessary evilOnce you have yourlow poly modeledand have done theUVs its bakingtime For Arkor Ibaked a normalmap and an AOmap that I used topaint the colormap For each pieceyou need to bake the normals and AO from the highpoly to the low poly model Approximate AO is muchfaster to bake but its a bit imprecise so go forraytraced AO and do some tests to see how many sam-ples you need to get a near ldquograin-lessrdquo image

Be aware that any object that is visible in the scene willinfluence AO So I sent only the objects that I need foreach bake to a different layer make it the only visiblelayer when baking

Lights

Lighting is a very important step since you can estab-lish the general mood and bring out the details of yourmodel

I like to use slightly colored lights to showcase my mod-els generally in a cool warm contrast In this case Iused a blue orange contrast where I have cool lightson the right side and orange lights on the left Since this

is a real-timecharacterthere is noneed torender andyou get in-stant feed-back on theblender view-port

And thats itthis was theway I workedwhen makingArkor I hopeyou found ituseful andkeep blend-ing )

MAKING OF Arkor

by P

aulo

Silv

a

20

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Paulo Silva

My name is Paulo Silva and Im a Portuguese modeler andanimator I discovered blender a few years ago and I justlove its speed and versatility

Website wwwengeliknet

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 21: blenderart_mag-22_eng

IntroductionHi my name Is Nahuel Belich I havebeen playing around the CG world formore than six or seven years but I havebeen using blender for less than a year Ihope you find this article useful or atleast not too boring D

How did the whole process start

This project started as a competition aseven day duel the idea or concept for

the duel was ldquoa ver que sale de una cajardquo the trans-lation is something like ldquolets see whats comingfrom a boxrdquo referring to box modeling techniques Itook the idea a little bit more literal The idea wasto do a nice exotic clown but suddenly while I wasmodeling its eyes (the mask eye holes) I felt some-thing something wasnrsquot right that was when itpopped in my mind that picture that soul trappedbehind that mask for who knows how long waitingfor who knows what the only thing that I could dois to show everyone that there it was waiting star-ing and thinking about the next move no onecan be far from a trapped soul

Which ones were my rules to follow

I try to work in the following order firstmodeling second light shading third materialsand texture This is just to structure my work thisdoesnt always work Often at the office Im obli-gated to mix all the steps because of different is-sues but I try to keep an order over things exceptnaming conventions If you download the file

you will notice that is a little bit messy Irsquom stillworking on that area

Modeling Clown

First of all I usually create a box or a plane to startmodeling from in this case I used a box and mod-eled using box modeling at least at the beginningIm used to modeling using poly to poly techniquesinstead box modeling also I made use of the sculpt-ing tools That is great resource to refine organicmodels even if they donrsquot have many subdivisions

The secondthing that Iusually do isto divide themesh and ap-ply a mirrorand subsurfmodifiers(fig1) The Mir-ror modifieras its namesays copiesover any se-lected axisthe mesh fromthe other sideof the centerof the object It also has a ldquodo Clippingrdquo optionwhich locks the vertex aligned to the center andavoids any new face creation from any extrude ac-tion over the mirror center and finally this modmirrors uv`s So if the model is symmetrical weonly have to do the half of work and if it is not thismodifier leaves a perfect base mesh to deform anddistort again saving us some time

MAKING OF Cute Clown

By

Leon

ardo

Nah

uel B

elic

h

21

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cute Clown

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 22: blenderart_mag-22_eng

Part 1 Video || Part 2 Video

Cloth and candles

The tools for this task were the sculptingtools a great resource that allows us togive shape extremely fast to any organicmesh in this case fabric and wax

The main sculpting tools that I usedwere Draw smooth pinch and grab Us-ing these four modes were more thanenough to do the job

Draw(D) This mode tends to movethe faces in the direction of its nor-mal

Smooth(S) As its name says thismode tends to smooth the mesh sur-face relaxing the vertex position

Pinch(P) Pinch tends to drag the vertex to the centerof the brush its useful to accentuate borders orcreases be aware that this brush can reach high dis-tortion levels on the polygons size its recommendedto use in wire frame mode

Grab(G) This is more or less like the proportional editfalloff but much more dynamic

Inflate This last brush is a combination (more orless) of the draw brush and a invert and soft versionof pinch brush It does exactly what it says itrsquos likeinflating the mesh

During the sculpting session there are a few usefulshortcuts

You can change the different sculpting tools usingDSPG if you want to change the brush size F It will

pop up a circle and thatrsquos the radius To change thestrength press Shift+F It will pop up two circles but youwill control only the inner one The bigger the inner cir-cle the less strength smaller is strongest To rotate thebrush in case you are using any texture as a stencilctrl+F These controls are more than enough to playwith

Even when the overall was done by sculpt tools for funand tests the cloth over the spring was done usingcloth simulation Essentially I made a hole on the clothand set the vertices of that hole as a vertex group thenin the cloth panel I used that VG for pinning them inplace that kept the cloth in its place for the simulationthat was done using the cotton preset and nothing elseafter simulating the cloth I sculpted some details

Cloth and Candles Video

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

22

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 23: blenderart_mag-22_eng

Environment

About the environment itrsquos quite simple really Usingthe help of Google I searched for images of candleschurches temples and things like that Once I had thosepictures I just mapped planes that were placed strategi-cally to give the right reflections but to know the rightposition is a little bit hard So I took the mask and ap-plied to it a material with full reflectivity that way I ver-ified the position and size of the planes

Lighting was also a simple task first I identified themain light sources The candles behind and the picturesof the candles behind the camera For the candles Iplaced three different Omni lights and for the plane be-hind the camera I used an area light A few render testswithout OSA and half size helped me to adjust intensityposition of the lights and also very important adjust theshadows Especially the bias and soft shadows sizes

The second part of lighting belongs to my favorite passAO ( Ambient Occlusion) Irsquom not sure how or why but

in blender AO an internal render pass that affects di-rectly from the world options this property of AO insideblender allows us to use it for lighting purposes

You may think why put the lights first and then use theAO pass for lighting Well the answer is simple Iknow that Irsquom going to use AO so all the lighting isdarker than it should be Also I donrsquot care much about itbecause at the last itrsquos going to go through a node rigto make a color balance and contrast adjustment Theonly thing that Irsquom careful with is to avoid any white orblack extremes As long as the picture has enough colorinformation we will be able to correct contrast andhighlights by using nodes AO Video

UV and texture paint The clown

After finishing the general setup its time to detail tex-tures Before I start painting or texturing itrsquos needed toUnwrap the UV map This is because we are going toplace a 2d texture onto 3d mesh so each vertex of the3d mesh needs coordinates to know which pixels shouldbe used in which polygons Using the LSCM unwrap is areally easy task Just select the edges to become seamspress Ctrl+E choose ldquomark seemsrdquo then select all polysand pressU and se-lectldquounwraprdquo Thereit is

If itwould benecessarythe un-wrap canbe refinedlater

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

23

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 24: blenderart_mag-22_eng

To start painting itrsquos needed to assign a texture to paintIf you want you can start painting over that texturebut letrsquos suppose that that wasnt done yet Hit tab toswitch to edit mode hit A to select all then inside theUvimage editor create a new or open an existing imageThatrsquos it now switch to texture paint mode and startpainting Uv UnwrapVideo

Shaders for face and candles SSS

The ldquofacerdquo (the area around the eyes) and candles bothhave a similar shader They are both SSS(Sub SurfaceScattering) and node composited The skin shader wasworked from the skin shader in the blendermag issue 16Wow Factor (Written by Victor Malherbe) My versiondidnt have back face scattering and I added a ldquopaintrdquolayer instead If you look closer there is red paintaround the eyes the candles donrsquot have a dermis lay-er but they have a SSS base for a wax effect and a proce-

dural map to add that grunge The fire of the candles isa geometry with a flame shape but rendered in a differ-ent layer using compositing nodes like blur color mix(Add mode) and a few things more that are all thrownover the background and there`s fire (a post effect Seebelow ] )

Left candle wax shader right face skin shader

Face Shading Video || Candles Fire Comp Video

Final composition

The last step post production as you will see down be-low the node network its not so complicated (if you arenew in this it may look as an ancient enigma but itrsquosnot so complicated) I used the usual defocus nodeglare effect added a separate layer for candle fire and aseparate layer for the corner shadowing (I think it wascalled vignette but I`m not sure)and something that isnot a great thing but in this first time it looked interest-ing to me

As a common use AO(Ambient Occlusion) in blendercan be used as a complement for lightning but Im alsoused to using AO to add detail to creases small holesdetails etc The problem was that the AO configured forlighting was right so I had to create a different onewithout changing the original

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

24

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 25: blenderart_mag-22_eng

I have been using blender for 6 to 9months so this was a quite a pleas-ant surprise especially for sequencecomposition environments blenderis capable of managing differentscenes inside the same blend file Soeven though AO is global for the en-tire scene and you only can have oneit is possible to create another scenecopying all objects and set there adifferent AO render the setup etcetc that later will be combined bynode editor (also see below andblend file)

URL8 || Multi AO Guide

Final thoughts

I did two versions of this Cute clownmost of the videos that you will seeare from the first version the onlydifferences are only a few more hours of work nothingelse

With every new render I do I try to learn somethingnew every new image should have a new technique anew challenge or a new knowledge and even when theprocess is not complete in these pages and videos Ihope that this would be useful as a guide or a lesson toanyone who needs it

The main reason for writing this article is that this wasa kind of lesson Resuming it helped me to fix knowl-edge and opens the probabilities to someone more expe-rienced than me to take these techniques and refine itor develop new ones allowing more resources for art-ists to create

Finally a phrase that I feel like a motivation to keep go-ing (but keep in mind that I`m not a poet ])

ldquoI teach to learn and learn to teach a circle that only leadsus forwardrdquo

ldquoEnsentildeo para aprende y aprendo para ensentildear un circulovicioso que solamente nos hace avanzarrdquo

Thanks for Reading

Leonardo Nahuel Belich

Casillapforosyahoocomar

MAKING OF Cute Clown

by L

eona

rdo

Nah

uel B

elic

h

25

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 26: blenderart_mag-22_eng

IntroductionHey guys in this making-of I will talkabout a piece of work I did some timeago The Cave Troll from the Lord of theRings trilogy Please forgive me if its notcomplete since I dont remember exactlyevery step

Anyway after watching the first part ofthe movie I fell in love with the designof the creature a huge gray troll withgigantic arms and hands elephant-like

legs and a small dull head with big protruding eyesMoreover I really liked the weight he had youcould feel the ground shaking with its every step

So to start I googled forsome pictures from themovies and images of dif-ferent kinds of sculpturesMy first idea was to ani-mate it so I decided to cre-ate the base mesh inBlender trying to make itas clean as I could For themain body I used box-mod-eling technique I startedfrom rough shapesadding more de-tails mainly by ex-truding and addingedge-loops For thehead on the otherhand I used poly-modeling tech-nique Both partswere created sepa-

rately which I joined together later on Since theheadacutes mesh was much denser I needed to add onesubdivision level for the body mesh to match theamount of vertices Therefore I ended up with amuch more complex mesh than I expected at thebeginning

The following step was UV unwrapping It was thefirst time I had ever needed to unwrap such a com-plex (for me) mesh so I made a mistake leaving theback of the creature relatively small Later on thismistake had led to some visible texture stretching inthis part of the model

When I finished unwrapping I exported it as awavefront file (obj) and brought it into Zbrush Iwould like to mention that everything that I did inZbrush could have been done in Blender as wellwith its great sculpting tool It also would havemade it much easier to extract the normal and dis-placement maps Unfortunately Blender still cannotdisplay such a great number of polygons on-screenas Zbrush does and because I was going for finedetails I decided to use Zbrush

After importing the Cave Troll model I had storedMorph Target Next I started sculpting the mainbody masses and muscles using the normal brushLater on I added some displacement levels to sculptskin details such as wrinkles and skin folds usingcustom and default alphas I used Zmapper for cre-ating normal maps and Displacement Exporter fordisplacement maps Unfortunately I cannot remem-ber which settings I used for exporting because Ifound them by a method of trial and error Onething I can remember is that I was unable to exportthem as a 32 bit tiff image so I needed to use 16 bitI am on Ubuntu so it seems that this was the prob-lem but I am not sure Besides it was necessary toflip the map alignment vertically

MAKING OF Cave Troll

By

Daw

id S

krod

zki

26

Cricket and Friends See a Comet

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Making Of Cave Troll

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 27: blenderart_mag-22_eng

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

27

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 28: blenderart_mag-22_eng

For the diffuse map I used Zbrush as well I roughlypainted the main colors of the body with big strokesAfter that I used cavity with a displacement map andcombined them together in Gimp with the color mapThis way I did not need to paint all the fine details man-ually Next looking for more ldquodirtyrdquo look I made somecolor correction of ready texture which in the beginningused to be blue and yellow butlater on ended up more green andgray

Back in Blender I started applyingall the textures and maps to ad-just them for correct display Forexample for the normal map itwas necessary to switch off theMinMap I also used the DisplaceModifier which gave me goodcontrol over the strength of thedisplacement map

In the following step I created avery basic armature for posingpurposes I had a hard time withskinning since the model wasquite fatty and as mentioned be-fore the mesh was pretty denseMy idea was to pose it as it

though it was walking toward someonetrying to grab him or her

For the skin material I used a small amountof Specularity and Hardness together witha bit of Translucency Additionally I ena-bled Subsurface Scattering with small scaleand some grayish and blueish color Ren-dering was done with Blender Internal us-ing Ambient Occlusion I wanted to showhim in some dark scene but on the other

hand I did not want to lose the skin details So in theend I went for a better lit scene in the mood of somebattle under the moonlight I hope you like it

Thanks

Dawid Skrodzki

MAKING OF Cave Troll

by D

awid

Skr

odzk

i

28

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 29: blenderart_mag-22_eng

Some time ago Claas Kuhnenannounced that he had posteda series of video tutorials that

he had produced for his students atKendall College of Art and Designwhere he is an Assistant Professorof Industrial Design

He currently has three differentcourses posted all of which arefilled with a massive amount of val-uable information Claas is a won-derful instructor He covers eachsection in a clear and easy to under-stand way that makes Blenders

rather steep learning curve much easier for newusers to grasp But dont be fooled into thinkingthat these courses are only for beginners Even themore advanced user can gain valuable insight intohow Blender works as well as some wonderful tech-niques and tips that you may not have knownabout

Blender 3D Digital Modeling of OrganicSurfaces

This series has an astounding 81 videos available atthis time The first 22 episodes are a great introduc-tion to Blender for the new user In the next 60 or sovideos Claas further reinforces the concepts alreadytaught in the first videos by taking the viewerthrough a series of real life projects With eachproject he covers the tools steps and techniquesneeded to create clean models In many of the mod-eling projects he shows more than one way to ac-complish the same task giving versatility to histutorials and showing techniques or work flowsthat you may not have previously considered

Modeling projects

Modeling a Water Bottle (with tips on creatingdetails)

Modeling a Water Bottle (spinlather method)

Soft Cushioning

Panton Sheet Chair

Bend Plywood Chair

Eames Chair (with both a 4 and 5 star base)

Big Bobby Car

Extruded Wave Table

Solid Pipe Chair

Kayak (boat shell and rudders)

As the lessons progress there are additional videoscovering the more advanced tools and techniqueswhich he then uses in the modeling projects Thisseries in particular is invaluable as a learning toolfor new users attempting to come to terms withBlenders unique workflow as well as a good re-fresher course for more advanced users seeking toincorporate new tools and techniques into theirwork

Blender 3D Product Rendering

This series of tutorials currently has 91 videos cover-ing the wide topic of rendering based on a good im-age of your product Since quite a few factors comeinto play when rendering out an image Claas cov-ers lights and materials in depth including UV -

KnowHow Great Educational Resource

by S

andr

a G

ilber

t

29

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 30: blenderart_mag-22_eng

ARTICLE Great Educational Resource

by S

andr

a G

ilber

t

30

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

maping compositing world settings ambient occlusionand other valuable settings that need to be consideredfor a good image Once you have mastered the previousset of tutorials this series will show you how to polishyour project and create great renders

Blender 3D Product Animation

This series contains 13 videos so far and covers the ba-sics of key frame animation as well as some valuabletips for setting up product animations

Rhino 3D Digital Product Modeling and Surfac-ing

Claas also has a digital modeling series focused onRhino 3d This series contains 70 videos and coversmany of the same concepts covered in the Blender Mod-eling series

Even if you dont use Rhino the concepts can be appliedto Blender rather easily At any rate it is always fun tosee how something is done in other software and apply-ing it to your favorite software It is a good series andvery educational to watch

All of Claass videos are on bliptv and can be watchedthere at the following links or can be downloadedthrough iTunes (there is an iTunes link on each showpage) or other RSS softwares

Blender Modeling

Blender Rendering

Rhino Modeling

Blender Animation

Download RSS Feed to iTunes

Menu Advanced gt Subscribe to Podcast

To subscribe to Podcast enter the RSS feed url

Blender Modeling RSS Feed

Blender Rendering

Rhino Modeling RSS Feed

Blender Animation RSS Feed

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 31: blenderart_mag-22_eng

Arkor - by Paulo SilvaGALLERIA

31wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 32: blenderart_mag-22_eng

Cute Clown - by Nahuel BelichGALLERIA

32wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 33: blenderart_mag-22_eng

Creepy - by Diego De CataGALLERIA

33wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 34: blenderart_mag-22_eng

Fire - by Hans SchwaigerGALLERIA

34wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 35: blenderart_mag-22_eng

C(S)ire - by Morgan FraslinGALLERIA

35wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 36: blenderart_mag-22_eng

Eames Chair - by ClaasGALLERIA

36wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 37: blenderart_mag-22_eng

Cerise - by Octavio AugustoGALLERIA37wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 38: blenderart_mag-22_eng

Friend Of Birds - by Zoltan MiklosiGALLERIA38wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 39: blenderart_mag-22_eng

The Violinist - by Zoltan MiklosiGALLERIA39wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 40: blenderart_mag-22_eng

The Guitarist - by Zoltan MiklosiGALLERIA40wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 41: blenderart_mag-22_eng

Woman With A Hat - by Zoltan MiklosiGALLERIA41wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 42: blenderart_mag-22_eng

Steam Cleaner amp Prod_25 - by Riyaz GomesGALLERIA42wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 43: blenderart_mag-22_eng

Taurus - by Bruno AlbertGALLERIA43wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 44: blenderart_mag-22_eng

Mamamia - by Andreacute RubioGALLERIA44wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 45: blenderart_mag-22_eng

woko02 - by Toni BuenavidaGALLERIA45wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 46: blenderart_mag-22_eng

wokobig - by Toni BuenavidaGALLERIA46wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 47: blenderart_mag-22_eng

1 We accept the following Tutorials explaining new Blender features 3dconcepts techniques or articles based on currenttheme of the magazine

Reports on useful Blender events throughout the world Cartoons related to blender world

2 Send submissions to sandrablenderartorg Send us a notification onwhat you want to write and we can follow up from there (Some guidelinesyou must follow)

Images are preferred in PNG but good quality JPG can also do Images should be separate fromthe text document

Make sure that screenshots are clear and readable and the renders should be at least 800pxbut not more than 1600px at maximum

Sequential naming of images like image 001png etc Text should be in either ODT DOC TXT or HTML Archive them using 7zip or RAR or less preferably zip

3 Please include the following in your email Name This can be your full name or blenderartist avtar Photograph As PNG and maximum width of 256Px (Only if submitting the article for the firsttime )

About yourself Max 25 words Website (optional)

Note All the approved submissions can be placed in the final issue or subsequent issue ifdeemed fit All submissions will be croppedmodified if necessary For more details see the blend-erart website

47

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Want to write for BlenderArt Magazine

Here is how

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night

Page 48: blenderart_mag-22_eng

blenderartorg does not takes any responsibility both expressed or implied for the material andits nature or accuracy of the information which is published in this PDF magazine All the ma-terials presented in this PDF magazine have been produced with the expressed permission oftheir respective authorsowners blenderartorg and the contributors disclaim all warrantiesexpressed or implied including but not limited to implied warranties of merchantability orfitness for a particular purpose All images and materials present in this document areprintedre-printed with expressed permission from the authorsowners

This PDF magazine is archived and available from the blenderartorg website The blenderartmagazine is made available under Creative Commonslsquo Attribution-NoDerivs 25rsquo license

COPYRIGHTcopy 2008 lsquoBlenderArt Magazinersquo lsquoblenderartrsquo and BlenderArt logo are copyright ofGaurav Nawani lsquoIzzyrsquo and lsquoIzzy logorsquo are copyright Sandra Gilbert All products and companynames featured in the publication are trademark or registered trade marks of their respectiveowners

48Upcoming Issue lsquoThemersquo

Issue 23

Disclaimer

Epic Fantasy

Heroes (male and female)

Monsters and Dragons

Fantasy action Images Animations and Games

Castles and Fantasy Environments

wwwblenderartorg Issue 22 | Jun 2009 - Things that go bump in the Night