Blender Modeling
Hand modeling
by LiMuBei on May.04, 2011, under Blender Modeling, Sculpting
Sometimes, it’s just cool to have access to expensive toys! Okay, let’s start at the beginning. My colleague Rainer is working in the field of programming by demonstration and therefore uses data gloves to monitor human hand movement. Unfortunately these gloves need a very good calibration to give good results and the mapping of the glove data to a model is useless if the hand model is not accurate. The problem now was to get an accurate model of a human hand, ideally from Rainer’s hand. Since we do have a 40,000 € 3D digitizer in our lab we obviously thought about scanning his hand. It turned out to be tricky because you need several scans from different viewpoints and a human can’t hold his fingers in the exact same position for that so results are not that great. Usually, if you want to scan a hand, you make a clay model of the hand and scan that. And that is pretty much what we did. We got ourselves some Creaform and Artestone and went to work. Surprisingly, the first try succeeded so well that we got this:
Now all left to do was take this and put it into the modeling center to process. Several minutes later (thanks to Rapidform!) the finished 3D model turned out to be really great. Below is a render of the high resolution scan version (right side, ~200,000 faces) and a automatically reduced version (left side, ~5000 faces).
Every once in a while things just go smooth and easy!
UPDATE: Spent some more time with the render settings
ScribeFire test
by LiMuBei on Apr.12, 2011, under Blender Modeling, Internal, Tutorials
Time to try some new technology and get onto the app/extension bandwagon! So, this post is created with the ScribeFire extension and when you read this, it obviously worked out well
To make this post a bit more useful and Blender related, I’m pointing you to a cool tutorial demonstrating a nice feature in Blender: GLSL bump painting.
Spider!
by LiMuBei on Apr.07, 2011, under Blender Modeling, Game Art, Sculpting
Well, haven’t posted in a long long time now. A lot of stuff has happened, but nothing that fits in this blog. I have been toying around with lux a bit more, but nothing worth showing has come of it. But now I managed to work some more on game art for Duality, namely our first and only enemy monster, a cute spider.
I made a base mesh in Blender from reference, then created the details in Sculptris. Bumps and color were painted in Sculptris as well. Then reimported into Blender, adjusted the low poly mesh, baked the color and normal textures. What you see in the render above is the actual game model. The spider is already rigged and I’ll create some basic animations with it so it can act as an enemy.
Physics Test + Luxrender
by LiMuBei on Nov.15, 2010, under Blender Modeling, Raytracing
Played a bit with physics simulation in Blender and rendered the image with Luxrender. Fun stuff!
Testing normal map generation
by LiMuBei on Sep.04, 2010, under Blender Modeling, Game Art, Sculpting, Textures
This is one of my first tests to generate a normal map from a high resolution mesh and then apply it to a low resolution map. The image below is a screenshot from XNormal showing the generated normal map with a ambient occlusion map for colorisation.
The short movie below illustrates the normal map effect better:























