Inside water, light is aggressively attenuated. Having said that, the most important things to pay attention to is how light behaves underwater. There are a lot of things I could have done better, such as adding underwater ecosystem, plants and organisms growing on rocks, and maybe fish. Always ask yourself, why did I put this bolt here? What is this hole for?įor the underwater version, I tried to achieve an atmosphere that was recognizable as “underwater”. Numerous details with no function and no reason make a bad design. Details should be placed aesthetically and reasonably. Also, it is important to pay attention to the composition of details on the object. You can also leave these openings blank, giving interest and depth to the otherwise flat model. One design tip to create cool mechanical designs is to cut an opening into a part of the mesh and filling the opening with mechanical parts, pipes, and other objects. In the blockout, I decide how large forms look, where medium forms go and visualize where smaller shapes might be. The model changes every day drastically due to iteration until I like what I have. This allows me to iterate quickly before cleaning up the results and adding detail. It’s important to iterate and try a lot of things at this step, as it sets the stage for how the final piece will look.Īt this point, I add in basic lighting to help me visualize areas of shadow and to understand how the forms interact together.Īs I model the initial shapes, I pay no attention to the clean topology. I use Hard-Ops and Box-Cutter addons to quickly boolean-in cuts, just to see how it looks. After this I start to model a more complex form, still keeping everything fairly simple. This initial step is very important as it allows me to get realistic proportions and understand what functional elements go where and what sizes they should be. I begin the blockout stage by mashing boxes and cylinders to obtain an interesting form. What does it do? How was it made? This helps to avoid vague and generic designs that become unrecognizable to the viewer. It’s important to plan the function of the object. My workflow for modeling any hard-surface designs begins with browsing Google and Pinterest for similar real-world objects. I expect these issues to be fixed as soon as possible and once fixed, Blender 2.8 will be a 3D modeling paradise. These issues have been noted by the developers and hopefully, they will be addressed in the next release series. These problems include slow OpenSubDiv, which currently still works on the CPU instead of the GPU, painfully slow Undo system, which takes anywhere from 5-10 seconds to undo anything in a medium to a heavy scene (800K tris and up), and slow edit mode performance. I find it difficult to work with large scenes due to performance issues. Also, the community is great and there are literally hundreds of add-ons that can be used to fine-tune your workflow.Ĭurrently, I am not happy with the state of Blender 2.8. Many tools are very interactive and stable which provides a stress-free and very fun area to be creative. Since migrating from 3ds Max, I found various perks of Blender that just suited me, from add-ons like Hard-ops and Box-Cutter to the free integrated renderer Cycles/Eevee and compositor. The whole project was created and rendered in Blender from A to Z.
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