1 Intro to Sculpt: Week 7 Workshop and Head Sculpt.

We  were introduced to our new assignment and aimed to familiarise ourselves with blender’s sculpting tools and features. As I love character design and modelling forms I was excited to get into the basics of freely altering a shape without many restrictions, however the task appeared daunting when looking through the tools and putting them into practise.

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Assignment Week 5: Building a Helmet.

Due to my efforts with my sword, I knew what it took to assemble and UV map such a complicated design, and as I’ve never worked with substance painter before or knew what it entailed, I wanted to dial it back with a simple helmet concept. I was unable to follow along to a previous workshop that entailed getting to know substance painters interface and texture a pre-made model, however I watched along with the class tutorials while modelling my own model so I knew what it entailed and what skills could be applied to what limited amount of time I had.

When I thought signature helmets from media Tali from Mass Effect was the first character that came to mind, and as her race was centred around wearing their helmets to survive, I thought it was a fitting reference to use. I also adore the Mass Effect series and Tali is one of my favourite characters so I wanted to do her justice.

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Assignment Week 4: Sword of Light.

For this week’s assignment we were given the change to have free reign on creating and UV mapping our own swords. As I’m not entirely confident in my abilities with blender yet I wanted to go with a pre-existing design, and hopefully feel brave enough to take on 3D modelling my own design at some stage.

The sword I wanted to recreate was the Sword of Light from Dragon Quest XI. The sword itself has interesting features, and with help from online sources and my own collective knowledge from doing previous set workshop tasks, I can create a close replica.

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Assignment 3: Zubat.

 For this week’s assignment we were tasked with the opportunity to animate and model a Zubat 3D model from Pokémon.

To begin a flat PNG was inserted as a point of reference and transformed to lay flat on the axis, rotating to form a T-POSE. Ensure image was set to non selectable due to not wanting to move the reference image and deform the model.

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Blender Practise: Pull Cart.

The second object we were assigned as practise was a child’s pull cart. The skateboard was a good introduction to the editing tool and followed a similar set of rules. Generating a cube, I then transformed to a rectangle to form the basic shape of the cart. Selecting the top face I created a secondary face in the middle, leaving an outer rim to form the edge of the cart and extruding downward to generate a dip to form the inner cart. Throughout the process I switched to x-ray mode to allow me to adjust and make necessary changes to depth and object forms. I then bevelled the edges to ensure there were no sharp corners to resemble the cart reference.

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Blender Practise: SkateBoard

    I would lie if I said that my first couple of encounters with the skateboard had been a success. I have never used blender before and as the shape of the board was more complicated to the simple design of the snowman I was stuck when it came to the boards basic shape.

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