Concept art for a project. I haven’t touched Blender in a while and it was good to get back into it for a play. There are probably too many colours in this, but it’s not bad. The colour palette is taken from PICO-8.
I rebuilt the lighthouse using Windows 10’s super simple 3D Builder and 3D Paint, just to see how they work. They’re both intriguing tools and a lot of fun. If you have Windows Mixed Reality Viewer installed on your device, or a Hololens you can share and view the models you create. Here’s the lighthouse on Microsoft’s Remix 3D site (unfortunately I can’t embed this on WordPress). Here’s a screenshot:
Project work and a jet-set lifestyle* is keeping me away from personal projects. But I grabbed an hour to mock something up: A little papercraft tower, tree and interested onlooker. The next steps will be to knock something up in Google’s ARCore and see if any of it works. You can’t get much more lo-poly than this.
Below is the drawing for the tower and the tree’s textures:
That is all for now.
(* = I’m animation directing on a co-pro project, I get to go on an aeroplane occasionally)
But someone has to do it…
This is a work in progress, and mainly an exercise in getting textures and meshes at the right size for a small side project. Next step is to look into bump mapping the duck, and rigging for animation, of course. This version of the duck is relatively low poly. Below is a render with a sub surface modifier applied to the little fellow. The background textures are hand-drawn and coloured, scanned into Photoshop. They’re imported into Blender as planes. The duck is the usual combination of cubes, spheres and cylinders.
The toucan has evolved into a blue-booted chough.
Why am I suddenly making 3d birds wearing hats? I’m updating my animation showreel, that’s why!
What am I using? Blender for the CG, pens and Photoshop for everything else.
When will it be finished? Oh crumbs, soon I hope.
Blooming typical. Continued working on the VR thing, and then paid work has come in to take over. Ah well. I’ll get there eventually. It’s all about pushing personal projects on just enough when one has the time.
2018 will be the Year of the Toucan, and Timmy 2 Cans will be the Mayor of Your Town.
Here is a silver birch, minding it’s own business. It looks close to dropping its leaves. I made it using Blender and its ‘Sapling’ tree generator, which produces a bunch of curves for the trunk and branches (based on your inputs) and some simple planes for the leaves. I wanted to give the trunk a texture map, so I converted the trunk curves to a mesh, UV unwrapped the mesh and created the birch bark texture in Krita (as it has a nice pencil tool).
Here’s a picture of the mesh if you like that kind of thing:
Why am I making trees in Blender? I just have an idea of a little game I’d like to try out and I like the thought of using Blender and Unity3D. I’ll post up progress from time to time.