In this Blender 2.5 Video Mini-tutorial, I go over how to use the Array Modifier, and then go on to bake the Ambient Occlusion and Tangent Normals.

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33 Responses to “Playing with the Array modifier, AO and Tangent Normals…”
  1. holly
    Posts: 12

    Cool, I can picture the dragon roaring from the top of this tower.

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    1
    Jul 21, 2010 at 11:30 pm
  2. holly
    Posts: 12

    Cool, I can picture the dragon roaring from the top of this tower.

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    2
    Jul 21, 2010 at 11:30 pm
  3. GGentzel
    Posts: 6

    Love your tutorials.

    Thought you might want to know that the “hide behinds” are called crenelations.

    Can’t wait till you get to the rigging part of the dragon!

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    3
    Jul 22, 2010 at 12:05 am
    • Nitpicker
      Posts: 2

      Actually the “hide behinds” are called merlons, the crenels are the space between the merlon.

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      3.1
      Jul 22, 2010 at 7:28 am
      • Nitpicker
        Posts: 2

        I had to look it up, cause I thought it was called a parapet.

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        3.1.1
        Jul 22, 2010 at 7:30 am
  4. GGentzel
    Posts: 6

    Love your tutorials.

    Thought you might want to know that the “hide behinds” are called crenelations.

    Can’t wait till you get to the rigging part of the dragon!

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    4
    Jul 22, 2010 at 12:05 am
  5. Posts: 14

    The word you are looking for is crenellation :D

    Regarding the dragon, I’ve found that it it better to rig the wing using a soft body than the cloth, here is a vid with a bat wing I’ve rigged if your interested:

    http://vimeo.com/13280878

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    5
    Jul 22, 2010 at 2:50 am
  6. Enrique
    Posts: 3

    to solve the problem of the center you must shift+E the vertex of the center… isnt it the problem?

    Anyway, great idea that of the arrays+rotations!!!

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    6
    Jul 22, 2010 at 5:21 am
  7. Matt
    Posts: 6

    Nice tutorial.
    ps.A little tip: to merge windows click and drag right or up the upper right corner. To split them just drag down or left. :)

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    7
    Jul 22, 2010 at 6:01 am
  8. Pit
    Posts: 4

    Why don’t you just use “limit selection to visible” button when you are selecting?

    In all of your tutorials you waste so much time selecting the wrong thing.

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    8
    Jul 22, 2010 at 8:08 am
  9. Posts: 49

    After some messing around, I found that the clay and inflate brushes seem to be the best for what you were trying to achieve.
    Also, if you set the stroke method (sculpt tool menu -> stroke) to ‘anchored’ then the brush won’t move but it will allow you to sculpt with textures much easier.

    One more thing: if you download a picture of bricks and turn it into a texture then you can get a nice brick effect. It is also rather easy to make an extremely ugly brick effect.

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    9
    Jul 22, 2010 at 10:07 am
    • Posts: 43

      What’s the best way to turn a brick pic into a texture? I’m pretty dumb on that subject…

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      9.1
      Jul 23, 2010 at 11:40 pm
      • Posts: 49

        The way I did it was to download pictures of brick walls from CGTextures.com.
        I then used GIMP to turn the images into grey-scale images (not entirely necessary). (Colours menu > Desaturate)
        In the texture panel make a new texture click the ‘Brush’ button. Select image/movie as the texture type and navigate to the image. You can then select the texture as a brush texture in the sculpt tool shelf under ‘Texture’.

        I think the sculpt tutorial that Jonathan posted recently demonstrates textures as brushes.

        You can adjust the texture size in sculpt menu. (Sculpt Tool Shelf > Texture > Size X: Y: Z:)

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        9.1.1
        Jul 24, 2010 at 4:32 pm
  10. Posts: 53

    Just a tip: to make sharp edges without adding edge-loops you can use creases, type ctrl+e and choose “edge crease” and move your mouse to sharp the edge. If you want you can also change the value in the transform panel in the “n” tool bar…

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    10
    Jul 22, 2010 at 12:47 pm
    • Posts: 1415

      The only problem with using the Crease function is that it tends to created less-smooth or jagged edges. If you are trying to maintain a lower polycount then using both techniques together can create good results.

      -Jonathan

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      10.1
      Jul 22, 2010 at 7:03 pm
    • just-roo-it
      Posts: 8

      Creases suxxx..

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      10.2
      Jul 23, 2010 at 10:30 am
  11. kram1032
    Posts: 71

    The problem you have quite at the beginning with the array modifier is, because the array modifier doesn’t have an option to automerge when the verts are close together, which the mirror one has.
    If you used the mirror modifier and turned off that option, you’d get the same result (except with four, rather than six parts)

    You don’t need to merge. The verts are perfectly atop each other. All you gottta do is remove doubles ;)

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    11
    Jul 24, 2010 at 7:38 am
    • kram1032
      Posts: 71

      oh, ok… lol, and a second later you tick the merge box, I never used before and everything works. Haha :)

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      11.1
      Jul 24, 2010 at 7:41 am
      • kram1032
        Posts: 71

        hmmm… do compositing nodes work with the sculptmode?
        Because you could try to use a bricktile texture, overlay it with a cloud texture and then use that as your brush.
        That way, you automatically have that brick look to it…

        Btw: When you did the AO map, you had it set on multiply and it was all based on the one lightsource. It would have been better to switch that lamp off and have AO on add.
        Or, as you did earlier, use Environment light and AO on multiply.
        And in the end, you have kind of a double AO, due to the map and the calculated AO on top of that :)

        It’s quite a nice tutorial.

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        11.1.1
        Jul 24, 2010 at 8:08 am
  12. Jerpod
    Posts: 8

    Nice tutorial. I like your use of sculpt mode to bake in your texture maps. Can’t wait for the dragon integration!

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    12
    Jul 28, 2010 at 11:49 am
  13. Connor
    Posts: 13

    I think it would be a good idea to try and re-sculpt the tower in 2.5 beta

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    13
    Jul 31, 2010 at 11:20 am
  14. Posts: 6

    @ 12:57 you marked that edge sharp instead of a seam.Thats why the bottom didn’t unwrap.Very good series can’t wait till the final.!!!

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    14
    Aug 3, 2010 at 7:52 pm
  15. John
    Posts: 2

    Messing with the creasing around the crenellations would’ve definitely helped around the outside of the tower, though, as it looks very polygonal due to the close edges running down the entire wall… :(

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    15
    Aug 10, 2010 at 8:08 pm
  16. Pejsvidek
    Posts: 2

    Hi there,
    I’ve seen this vid ten times, but i don’t know what i’m doing wrong :(
    I have two problems: 1)”No image found to bake to” 2)Windows crit error and Blender goes down during the baking

    PS: I apologize for my english

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    16
    Sep 5, 2010 at 6:43 am
    • Posts: 1415

      Hi, I am not sure what would be causing the critical error without more information. However, the “No Image to Bake to” is cause by no image being applied to your models UVs. If you go to the UV imaged editor and apply and image while in edit mode it should work.

      -Jonathan

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      16.1
      Sep 5, 2010 at 10:17 am
      • Pejsvidek
        Posts: 2

        Thank you. It still falls down, but i can make UV map now :)

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        16.1.1
        Sep 15, 2010 at 12:15 pm
  17. Ken
    Posts: 2

    Since switching to the 2.5 builds of Blender I have not been able to use the brush select anymore(b-twice) at 13:13 he uses it to select the vertices at base of the tower…. I just now downloaded 2.54 am I doing something wrong?

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    17
    Sep 12, 2010 at 4:12 pm
    • Posts: 1415

      The brush select hotkey has been moved to “C”. It’s easy to remember if you think of “circle select.”

      -Jonathan

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      17.1
      Sep 12, 2010 at 8:08 pm
  18. et
    Posts: 5

    can you make a tutorials that shows you how to create uv maping that you can work on photo shop

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    18
    Sep 20, 2010 at 5:32 pm
  19. Posts: 6

    Hi Guys

    I keep trying to do this tutorial but come across the same problem.

    I create the tower, apply the array etc and make the full tower using the array. For some reason though the segments are not connected. If I use scale it will scale them individually – therefore it breaks – any idea why? or what im not doing?

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    19
    Nov 29, 2011 at 8:56 am
    • Posts: 1415

      Have you enabled “Merge” and “Merge Last” ?

      -Jonathan

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      19.1
      Nov 29, 2011 at 10:15 am
      • Posts: 6

        Thanks – Sorted it! :)

        When scaling the top of the tower in, I selected the 3d Curser but didnt put it to the centre of my tower, therefore it messed up :)

        Thanks for the help

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        19.1.1
        Nov 30, 2011 at 6:52 am
  20. norvman
    Posts: 15

    Crenellations… (hidebehinds)

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    20
    Dec 9, 2011 at 9:54 pm

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