64 replies ·
posted December 27, 2020 3:00pm
Here is the place where I would like to share my Blender projects, document my progress and hopefully get some feedback about what's already good and what can be done better and/or faster.
I've recently started modeling a "Corvette Stingray" following Chris Plush's course "Master Car Creation in Blender". The "Viewport Rendering" below shows the "Hood" and the "Bumper" being shrinkwrapped onto a "Guide Mesh" (wireframe display):
The basic bumper mesh (without grille and blinker in it) is now finished with the blinker holes cut out:
And the "Guide Mesh" so far which serves as "Shrinkwrap Target" for the final panels:
This is all looking really clean!
Looking good already, but some of the sharp 'edges' seem to be a bit too sharp (especially on the side ); the metal still has some thickness after all.
Well, as this is the Shrinkwrap Target, you might be able to use some offset to round them a bit, but then the softer edges might suffer...
Still, looking quite spectacular!
Thank you, Matthew and Spikey, for your feedback and encouraging words 😀! I will take care of the sharp edges and probably Chris Plush will tweak them later in his course since he is very precise in his work. Some sharp edges won't be visible in the final panels due to cutouts for lights (front and backside) and vents (sides). The final model created by Bennie Griffin can be seen here.
Happy New Year 2021 to everybody here on CG Cookie 😀:
Just a quick "appearance" of my "Treasure Chest" from Kent's "Modeling, Texturing and Shading a Treasure Chest in Blender 2.8" course:
frikkr Thank you, Matthew 😀.
I'm currently trying to model a human head. Getting it looking good from every angle is really tricky:
I'm looking forward to theluthier 's course on "Character Portraits" 😀! There, it seems to be so easy 😉 !
After working on the eyes mainly and reducing the head's depth (orientated in global Y):
Hi,this bust looks great, I like the side view a lot. The ears have great detail! When looking at the front view I find that the middle part of the upper lip is a little to much curved for my taste, but I guess that's opinion dependent. Greetings,tobles
Thanks, ttobles, I have to review that head since it doesn't look as natural as it should. The cheeks are probably a little bit too pronounced and have to be slightly repositioned. Also the area between nose, eye and cheek on each side don't please me yet since it's probably too flat. I'm wondering what theluthier would say about this head but I don't want to bother him right now with that since he's currently very busy with the Collab2021 Fantasy House and environment in general and especially the review of the homework submissions! But there will come out a complete head creation course by Kent @theluthier probably this autumn which will be for sure amazing !
Oh, I just made it to level 10 with that post 😉. I like that "woot" 😉🎺🎵!
One simple test with harmonic particles here.
Still seems to work ;)
spikeyxxx Where do you get all these error messages from? I prefer this more colorful look 😉😁:
I always start Blender from the Terminal (on Linux).
I think there is a way to access this information on Windows...if I am not mistaken it is under Window > Toggle System Console.
Hey, spikeyxxx, if you don't tell it Kent theluthier, I won't tell him either 😉😁! And maybe you move to starting Blender with a click on this beautiful icon 😍. Forget these ugly and distracting black-and-white text-desert-windows 😉😁!
PS: How could I avoid these dependency cycles 👨🎓?
duerer I always start Blender, clicking the icons, (I have 4 in my, what is in Windows called Taskbar, and several more in my start menu and even more in a Programs Folder....):
I have set them to run in the Terminal, which is not distracting at all, because I only see it when I want to and they have saved me loads of times! Not only for Error messages, but when Blender freezes, I can simply close the Terminal to shut it down...
How to avoid dependency cycles? Be conscious of what you are doing...When you drive the rotation of Suzanne via the position of the Default Cube and the position of the Cube with the rotation of Suzanee, you have created a dependency cycle:
So, to avoid that, don't do it ;)
Thanks, spikeyxxx 🙂! Could you please explain what exactly is the dependency in the case of the particle systems because it's not as obvious as the example with two object's driving each other?
This is way above my head, it is sort of written in C/C++.
I also do not know how Harmonic Forcefield works, but: Suzannes Particle System calculations depend on Suzanne.001's Particle System (through the Forcefield Settings), which depends on Suzanne's Particle Systems Forcefield.
When I remove Suzanne's Harmonic Forcefield, the Dependency cycles are gone, but the animation seems to stay the same...
I've already set the influence of "Harmonic Force Fields" on the dead hair particles at the tips of the green hairs to zero so that they only attract the pink emission particles but aren't moved by the "Harmonic Force Fields" on the pink particles. The hairs are only moved by the "Turbulence Force Field".
If you have two particle systems with equal number of particles and an "Harmonic Force Field" on each particle, then you have a one-to-one relationship between one particle from the first particle system and one particle from the second particle system (Default settings with "Multiples Springs" unchecked!). So, I don't know why Blender is complaining about "Dependency Cycles" since that's how "Harmonic Force Fields" if used on two particle systems. See here.
In a Harmonic force field, the source of the force field is the zero point of a harmonic oscillator (spring, pendulum).
Nowhere in the text do they say, that you could also make the source (your Suzanne) also a harmonic force field, with your hairy Suzanne.001 as source.
In the video, the emission particles are set to fluid at a certain point (although Newtonian Physics also work), but never to be a harmonic force field!
Think of it like this:
In this situation making the Source also the target of the Target (which then is also the source)...no wonder Blender is complaining...
The fact that it still works, is actually pretty amazing.
You control if the (source) Particles System is affected by the Harmonic force field here (left cube is affected):
At least, this is how I understand it ;)
Ok, in my special case, since I don't want the hair particles being moved by the pink emission particles, I only need the harmonic field on the hair. But if I want something similar to celestial bodies attracting each other (of course they can't pass one through the other without damage 😉😁) then I need harmonic fields on both particle system. Maybe there's some "Dependency Cycle" error message popping up somewhere in the universe if two celestial bodies attracting each other are on a collision course but this won't prevent the catastrophy 🥴.
Harmonic fields on two particle system even work as I've found out now with different numbers of particles as can be seen here:
File is here 😉😁.
I still have a feeling that you are doing something 'illegal', but if you get the result you want, then who cares about some Dependency Cycles ;)
As long as the Blender Foundation doesn't open its own prison for "cases" like me, I'm not afraid 😉😁! Or do you know more🤔? Please speak 🙏, spikeyxxx !
Knowing Ton, you indeed need not fear duerer ! No prison in sight.
Blender is yours forever, to do with whatever you want :)
Nobody (apart from my Terminal) is complaining on how you get your results, when it looks good, you will be praised ;)
Thank you, spikeyxxx 😀, now I can sleep better 😉😴🛏🌛!
Playing around with some procedural textures and creating a space scene:
Looks great duerer . I think I can see Earth in the distance, just right of the Sun.
Thank you, Adrian adrian2301 😀! It's my version of a gas planet following the "" livestream by Chris Bailey cbaileyfilm here:
I've added a bump effect in order to make it look more like cloud layers, but I didn't add that extra glow in some spots of the planet's dark side as Chris did.
A sun flare:
And animated (reduced quality for a manageable file size 😉):
In order to protect the grainy sun surface from beeing "erased" at both ends of the sun flare I had to switch the "Blende Mode" for the sun flare material from "Alpha Blend" to "Alpha Hashed" and crank up the number of samples significantly in order to approximate to the look of "Alpha Blend":
1) Alpha Blend:
2) Alpha Hashed:
My node trees for
1) The Sun Surface
2) The Sun Flares
"#frame" with a sufficent high divisor served as "Driver" for the "W" value of the "4D Noise" textures.
Working on Zach Reinhardt's "Cubic Worlds" course (WIP):
PS: The male character is from the course's assets pack as well as the gradient materials (all the same setup, just with different colors).
The "Cubic Worlds Scene" with some more assets added:
The scene with all assets:
The placement and density of the props, grass and stones still could be tweaked but I'll leave it for now and proceed with the scene animation.
After having read in stickdonkey 's "Space Station Challenge 2021" WIP thread here about his idea of a solar energy collecting space station, this came into my mind 😉😁:
Okay, a space station should have at least two modules 😉:
You should submit this to the space station challenge duerer , those 72 hour days are paying off.
adrian2301 I'll expand this a little bit 😉. Still a few days left until August 1st 🚀 ...
I've created a "Space Station Challenge 2021 WIP - Energize " thread in the "Blender Discussions".
My low-poly rocket from Grant Wilk's remingtongraphics course as an exercise for my space station rocket:
This is a screenshot from my WIP project of the "Lonely mountain" from the "Master 3D Environments in Blender" course on CG Boost:
The file is currently very heavy (300 MB as file, more than 5GB in memory") due to the heavily subdivided mountains which I need for the procedural snow texture calculation on upwards pointing faces. I'll have to bake them and apply them on low-poly versions at least for the background mountains.
Yea so for my scene I used the 1-2k textures, And because I had the trees I didn't subdivide my mountains as much
I also did not use the Experimental subdivision I just used supported because that took way too long to render lol.
you could also render your scene in layers. i didn't do that because I had just enough memory but he used it for his scene because his mountains were subdivided a lot.
stickdonkey Thank you for your explanations and your advice 😀! I definitively need to simplify my scene not only to get it rendered in its current state but also with the trees, the fog and the ice on the water added 🤪!
Just a little exercise of an ancient greek style pavilion (no references used):
I created the stairs by beveling an edge with "Custom Profile" set to "Steps" and selecting "Percent" as "Width Type" (set to 100%). After selecting all vertices of the "Stairs" object, I used "Merge by Distance" for removing overlapping vertices.
Nice work duerer , the columns look great
Thank you, adrian2301 😀! I've created the columns using a method that I've learned some time ago. It took me some time to figure out how to do it right (or what I consider to be right 😉):
A toy brick house that I've modeled some time ago following Rob Tuytel's course on creating modular environments:
The character is a premade asset from the course resources.
That's one design to sell to Lego (r) :). Nice work!
Thank you, Sébastien slenaerts! This toy brick house is warm-up for modeling more realistic looking houses in big landscape scenes. Still a lot of learning ahead 😉 . . .
An owl sculpted following a tutorial by Zacharias Reinhardt:
That's one wise looking owl! nice work Ingmar!
Thank you, Sébastien slenaerts! I was a lot of fun to model it 😊. Hopefully, I'll gain the wisdom soon to model more advanced anatomy like in Kent's upcoming "Human Portraits" course 😀!
Nice owl sculpt duerer .
Thank you, adrian2301 🙂!
Nice owl, duerer. I´m following the same course at the moment :)
Thank you, fide 🙂! I very much like your owl which is more elaborated than mine 👍! Following Zach Reinhardt's advice not to spend to much time on such a relatively simple model, I didn't go too much into the details in order to not get stuck into that work, especially because there's that cute creature waiting to be modeled and the lesson for an "epic creature" will be published later this year, maybe "Santa Claus" as a Christmas present 😉😁!
Cute owl 👍
Thank you, euv 🙂!