Toggle between Tweak and Select Box

I’ll be talking a lot about 2D (Krita) and 3D (Blender) in the future of this blog once I have all my things setup and together. In the meantime I’m just messing around with Blender here and there trying to familiar myself with its UI and features, and in the process got used to its default keys setup.

Out of curiosity, I wanted to see if I could set it to toggle just between “Tweak” and “Select Box” for the “W” and can’t seem to find a way to it. I find rotating through all four of these unnecessary when each of them already has a shortcut. If you know of a solution, let me know in the comment or drop me a mail.

Radial Symmetry

I came across a Maya tutorial and was inspired to do a test model of a weight plate.

The math is basic. I’m planning to convert that tutorial into Blender for others to follow, but there’s one problem I’m trying to work out before I get to writing it. Two modifiers were used: Mirror and Array (in that specific order). The problem? Mirror has clipping to prevent vertices from crossing (blue), Array has merge but it doesn’t work like Mirror (Red). Not sure if it’s even possible to have Array clips like Mirror. It would definitely save a lot of time from having to go about fixing it in a round about way.

EDIT: After playing around with the Array modifier, it seems like clipping is not possible. Merge first and last is the closest one can get.

Isometric

This is my first time doing Isometric. I have come to realize that this is a great way to practice for the following reasons:

  • It doesn’t have to be 100 accurate. You can be casual and learn in the process of modeling. The image you see above is based on an actual basement. Even though it’s based on it, it doesn’t have to look exactly like it.
  • You don’t have to model the entire environment. Just the corner and what you want to communicate.
  • You can experiment with rendering or save that for later and just focus on the modeling.
  • Modeling non-human forces you to know the tool. I find myself looking up for tutorials on curves and setting the Origin.

I’m more into character/creature modeling than anything else, so this is out of my comfort zone. However, Isometric is a great way to explore it! If you want to get started, the first thing you must learn is setting up the camera for Isometric. Also, knowing how to control the camera is good knowledge to have.

The Node System

Blender has come a long way! You can create a lot of amazing renders for glass, metal, rubber etc… Here’s a test scene that I put together that didn’t take much work. However, to make things look unique and creating real world materials, with stains, scratches, and many imperfection that we see in the real world, is an art in itself.

I don’t see myself specializing in this area. It takes a lot of work! I have seen some samples of the node trees that people put together to create a specific material (all done procedurally), and it’s like a programming language—the logic and math that went behind it boggles my mind.

My focus is mainly on concepting and the art side of things. I don’t focus that much on the technical side of art such as the Node system of Blender. However, it’s still good to know how things work, and to know enough to make a few changes here and there. But for more advanced looking procedural materials, I would definitely go down the route of purchasing them from those that are specialized in this area.

With that said, here are a few resources that I find helpful to give you an idea of how the Node system works. Knowing how it works will help you to create non-procedural materials (less technical compared to procedural). This knowledge will help you later down the road if you do get into compositional nodes:

Learn by Examples

Blender’s Pose Brush

Last March I wrote a short post to talk about how sculpting the hand can be a challenge without the ability to quickly pose the sculpt. You can read it here. Today I found out that 2.81 has it and you have no idea how excited I am. Someone posted a video demonstrating that brush here. Earlier I reopened that unfinished hand sculpt file to test out the brush and it’s amazing.

This one below is another test to see how convenient it is with modeling. All I can say is WOW. You can tab in and out of “Edit Mode” to “Sculpt Mode.” Edit Mode to model, Sculpt Mode to use the Pose Brush without damaging or make any changes to your mesh poly count! I’m impressed.

This Pose Brush is making Box modeling fun again.

Pen or Display Tablet?

Recently I borrowed a Cintiq 13HD from someone to try it out to see if it’ll help me with line art—if it does I’ll have an easier time on deciding whether I should get a better one later on—but I can’t seem to get it to work on my MacBook Pro. So I’ll talk about something else.

Last year I asked a very skilled cartoonist what tablet he was using, whether it’s pen or display. He told me that he works better with a display tablet because he gets to see his hand and stroke at the same time. That really got me to think, because I noticed that I have no problem sketching on the fly with a pen tablet. However, I struggle when it comes to refining that sketch! When things are loose, and accuracy isn’t that important, I have no problem with a pen tablet. But if I want to add weight to my lines, and to bend or curve it a certain way, then I find myself undoing it a lot because I’m looking at the monitor and not my hand.

I hope to write a post and talk more about this in the future.

Base Meshes for Figure Studies

Back when I was starting out with 3D modeling, there wasn’t that much resources to help me in my endeavor. But those that are starting out today are very fortunate to have a lot of resources and aids to help them progress much faster in their studies.

http://vgl.ict.usc.edu/Data/DigitalEmily2/

Digital Emily is a project that is based on an actual person (3d scanned). Notice that the left and right side of the face are not identical (asymmetrical). Very often when we model from scratch, it’s symmetrical (mirrored) to speed up the process, but in real life very few people have symmetrical faces. Do an image search on “photo symmetrical celebrities” and you’ll see how strange and bizarre well known celebrities look when you turn their asymmetrical into symmetrical. This is something to consider when seeking to capture the likeness of a well known person.

https://mblab.dev/

This one is from MB-Lab, and it’s base is not meant to be hyper realistic. However, it’s a good base to start with! This is a plugin for Blender that can create a full figure, with many parameters to change the look of the character. It’s also poseable.

This post will be updated with more links as I come across them.

An extremely detailed model done in Wings3D

Here’s another model by Xuan to show that anything can be modeled in Wings3D if you set your mind to it. This one is 99% Wings3D, and it’s extremely detailed. I wish I can show you more angles and closeup but my computer can’t handle it in the viewport (too laggy). A few wires were modeled in Blender using curves to speed up this project.

What this goes to show is that the right tool does speed up the process. Anything that is curvy such as wires and so on, are best modeled using curves, and it’s what they’re made for.