Tuesday, 31 May 2016

TARDIS

Created in blender using a GIF as reference. I might've botched the positioning.

Render time: 2 minutes at 100 samples.

Doctored in Paint.NET.
Pun intended.

Sunday, 1 November 2015

Blenderings of the Day

I finally got some time to get blending. Wanted to check out blender 2.76's lighting improvements, especially the light portals. Made some quick scenes and spent the evening working with lights.
Ended up making new desktop backgrounds for myself-

Going to put this on my lock screen.
It's not great, but works well as a wallpaper.

A mediocre attempt at creating a pile of  ripped envelopes.

 I must say, the improvements far exceeded my expectations. I could've never imagined rendering scenes like these so very quickly before.

Stats for blenderheads:
The desktop bg was rendered at 400 samples on Cycles.  [20 minutes]
The lock screen image was rendered at 20-30 samples. (Lesser perhaps.) [1 minute]
The ripped envelopes were rendered at 400 samples. [20 minutes]
All the models were created by recursively subdividing a random mesh with exaggerated fractal parameters. (Yeah, not too sophisticated. But hey, I wanted to play with some lighting. Just didn't feel like modelling much.)
And of course, all the scenes use an emitter plane for lighting and a couple of light portals to get beautiful renders.

Saturday, 8 August 2015

I finally coded something in Unity5, Yay!

W,A,S,D to move.
LShift to run.
Space to shoot.



You need Firefox to run this, if you can't see my game below it's probably because -
1. You're not using Firefox.
2. You're using something that's not Firefox and it does not support the Unity Web Player.
3. You don't have the Unity Web Player (think of it as Adobe Flash for Unity games).

You can troubleshoot by -
1. Ranting in the comments section.
2. Downloading Unity Web Player (latest version available) here.
3. Using Firefox.

And if you are still not able to play the world's most awesome incomplete prototype, then I recommend this



Wednesday, 1 July 2015

3D Character Creation - My first successful attempt.

After redoing my character several times from scratch, I decided to get a basemesh from makehuman and work from there.

Here's the basemesh-
The cel-shading is just to save you from the awkwardness of staring at a naked man's basemesh.

 I've worked on this model for about 20 hours (intermittently, of course, this isn't the Ludum Dare).

After a lot of tweaking and trying to match reference pictures of myself standing in that quasi-akimbo pose
I managed to refine the overall shape of the model.
Truth be told, I was quite impressed by the anatomical correctness of the silhouettes. (Achieved with beginner's luck and makehuman's near perfect basemesh.)
The silhouettes-










                                   

Then I exported a pair of jeans model from makehuman and edited it in blender separately because I wanted to customise it, the stock thing is not very nice.  Why? Because you get this -

(<<<This is a random Google image, not my character.)


Definitely not nice.
But making the jeans fit was fairly easy. It took me less than 15 minutes. Another 15 minutes for UV mapping it.





Now, the two things I'm really happy about- the hair and the shirt. I modelled and UV mapped them myself from scratch. The haircut is nothing but a messy mesh that was sculpted at higher sub-divisions. And the shirt was made similarly, but with symmetry and smoothness in mind.
After the character was complete I ruthlessly decimated it from 70k tris to 20k tris and then retopologized.
Retopology took most of the time but I'm really happy with the poly-count now. It is well-optimized for being used in a game.
The rig was already there with the basemesh. A simple 32 armature rig with decent weights. But I did some weight painting anyway.

Then came the part I dread the most - coming up with a name. At first I settled for 3Ddude but then I changed it to Sky.

So lo and behold, I present you my very first decent character - Sky!!!!!!!!!!... a few million more exclamations...!!!


Sky says hi! He's modelled, UV mapped, textured, and rigged! (Not yet animated.)
 I decided not to give him pupils but I'm not sure if brown is the right colour for his hair. What do you think?

By the way, you probably failed to notice that he's 3rd Echelon.












Saturday, 28 March 2015