Flammable Penguins Blog The internet home of Claire Blackshaw

19Mar/110

Learning Blender

Leaving Max for Blender

Back in the day... okay that makes me sound old. Seriously though I picked up 3D Studio Max way back when. I remember eagerly awaiting the character studio with 2.5.... and well lets just say I've been using Max a very very long time. I'm familiar with it and happy with it but well it's expensive!

Now I had a University license which expired a while back, but that was not the turning point. No the turning point was working on a mobile phone project and the god awful level editor I wrote. Followed by long discussions of how much our studio was spending on Art software, and how extensible Blender is. This lead a friend and I to conclude with proper tools support Blender could almost be a more effective tool than Maya.

That was about a year ago. Now as you may or may not know I've been working on several side projects and well I hit the point where I was about to reinstall that university copy of Max. When two thoughts hit me... is this license still valid, and what about that Blender idea?

So I sat down with Blender, some tutorials, immense frustration and set about it.

My Yellow Submarine

Finding good tutorials

Well the tutorials varied greatly in quality but the biggest barrier is that Blender's UI is extremely complex and very function focused. Which is very off putting at first, something they acknowledge with their massive UI rework but its still far behind Autodesk products in term of context flow and usability.

The real problem with tutorials is they were either for idiots or pros. Very few were focused at someone with 3D skills (technical skill, my art skills suck) but no knowledge of Blender. Though due to the UI I had to mostly depend on Video tutorials to help me with the crazy UI.

So I made a sad monkey, thanks to these tutorials - Blender 3D Design Course. I could write an entire blog post on the tutorial issue, which I may do.

Crash Crash Crash

Yeah this happened to me often. Way way too often. All I can say was save lots.

I miss X

So I set about music blearing to model a Yellow Submarine, Beetles style. Straight-away I started missing the Max modifier stack and many useful tools. Bridge oh how I miss thee.

Is it working?

So often while modelling I would accidentally create extra faces, verts or just screw up normals. The real problem though was the mistakes were not obvious and many kept coming back to bite me.

I cannot see!

Aaa the Max camera controls how I miss thee. Also with a laptop and blender depending on num keys. I mean like WTF?!? Also it took a while to realise how the right select and the 3d pointer worked. I mean what a mind fuck. After a few hours it starts making sense but it still feels so unnatural.

Keyboard Freaks

Give a programmer the job of UI and you will get lots and lots of key presses, combos and god forbid threads (pressing keys in sequence)! Yeah Blender suffers badly from this. The over-reliance on keyboard controls, and the programmer's desire to get as many features in as possible means they are all squished in there. So yeah be very very careful what you do with your keyboard... and it changes on context. Which makes sense but catches you out.

Seams Wonderful Seams

Yes seams are glorious! Just magically mark them and you help the unwrapping process to NO end. I'm sure with correct mesh construction (mine was sloppy due to being new) and correct usage of seams well it should be a dream.

Windows Frames View Thingies

With enough screen space and a bit of tweaking well the system is gorgeousness itself sauced with complexity and sprinkled with crashes! Love hate realtionships aside, skinning while seeing the effect on the model is very very handy.

Pin It

OOoh I love pinning UV points! So handy with remapping and tweaking. I do miss some of the more advanced Max UV features. It's very different, and the lack of the modifier stack... *sigh*. Also the whole shared vertex or location thing can be a bit infuriating at times.

I then tried to map it to a custom key. Though 4 hours on Google and no luck, not without writing some Python.

Finished Product

It should be stated I have no interest in the render functions, and I'm treating Blender as a content creation tool for games. But yes... success and drugs!

Conclusion

I'm getting familiar with it and I'm glad I'm using a free program which is easy to modify and build upon. Watch this space to see if I continue to rage or coooo over the Blender fight.

11Jun/100

Birth of Frank

Birth of Frank Final

Progress Shots

11May/100

Hand Animation Test

Animation test for Hand

12Apr/100

Second biggest shot



So the second biggest shot, the walk up and meep sequence needs some polish.

  • I need to re-render it at a higher quality
  • The little guy needs to blink
  • I wasn’t happy with light balls

Now the real question… 

White or Green lighting strip?

7Apr/100

My laptop is 20hrs into a 90hr render



I am back at work. My laptop is 20hrs into a 90hr render. Post from iPhone as my laptop is locked in the grasp of uber render.

30Mar/100

The pipes are cleaned up



All done

The pipes are cleaned up. I’m not cleaning the IK pipe as its a messy mangle, but I’m leaving it in because its educational and this is a university assignment. I’ll just make sure the camera avoids it.

Tried making the red lights wash more to the nearby materials. It works nicely on the top light with the pipes and the stair lights but the angles aren’t quite right for the down lights on the base unit. Also the tube light doesn’t have much to bounce off. So I’m leaving it as is.

The Goo falloff diffuse shader works well I think. I just need to compile the 2D animation for the big screen TV and the scene will be complete. The 3D work for this shot is all done.

30Mar/100

Overnight



Overnight

Okay so some serious progress with texturing, cameras, materials and the like. The render times are getting silly though. I rendered an overnight job at full quality every 45th frame (not all included due to Tumblr limit). 

  • The big TV screen is going to have some pre-rendered animation on via animated texture
  • There are one or two intersecting wires which need cleaning up.
  • The Green Goo and bubbles I’m going to introduce some colour difference based on camera facing normal if I can. Maybe up their emission in lumen.

This is the longest continuous, and most complex shot. Other shots include.

  • Some initial close-up fly bys of machinery and screens, finally doing full reveal of machine in frame. Lots of small bitty shots which will need compositing.
  • The green lights change to red
  • After this long shot one quick look at some screens.
  • Some shots of the red lights switching back to green.
  • Walk up, stairs, camera using walking bob animation for first person feel. To reveal cute frank inside.
  • Meep Shot.

Sounds like loads but its mostly camera animation so no biggie there. The only thing that worries me are my render times are silly numbers. Which means I might need to postpone the final render to when I’m back at work and can leave my computer running a 30+ render.

Please comment below or tweet @EvilKimau for your thoughts if you have any.

Good to be making progress :)

29Mar/100

Success!!!



Success!!!

Doesn’t look very different but its VERY different.

  1. The wires animate around the pipes
  2. The second pipe is in using spline & loft (animates nicer than my messy IK)
  3. Everything without a proper UV map has been mapped

No full blown render as it takes too much time out of my productive cycle

27Mar/100

Glass Glass Glass



Glass Glass Glass

Wrapping my head around the materials system again. I think the work will need some great texturing and lighting to come alive. Also I think the quality of the green goo and smoke will have a high impact.

I still want to keep things light though.

Having some trouble getting out of game mode into render mode. I’m so used to game assets that every vertex and edge counts. Hard habit to break. I did most of my modelling, texturing and animation back in the Quake 2 days. Making maps and new characters. Hard to get over the strict texture and vert limits of those old days. I keep finding myself welding verts and lining things up on a minute level. *shudder*

26Mar/100

Story Board Notes



Soooo the university tasks list commences.
I have a short amount of time to do a lot of overdue work :P

Story Board Notes

  1. Camera fly around
  2. Focus on Read outs
  3. Start Drainage
  4. Camera pull back for full view
  5. Drain tube and drop lid
  6. Heavy smoke emissions from the top of the tube. Smoke should drop.
  7. Wait for process to finish and smoke to clear
  8. Leaving a moment of confusion as nothing is there
  9. Camera fly in 
  10. Camera comes in closer
  11. Camera goes up and points down
  12. As camera comes closer Frank looks up
  13. Frank is sweet puppy eyes and cute
  14. Make “Meep” sound
  15. THE END