3D modeling experimentation
In this blog post I will show my software experimentation for the 3D model. I decided to experiment by simply creating a low poly human structure. Low poly means that there are not many vertices used for the structure. I decided to make it as simple as possible and it still took me a lot of time. That kind of gave me an idea, how much time I will need to spend on the actual model.
For this experimentation, I have followed some instructions from this youtube tutorial. I have done this 3D modeling in Blender.
I started working on the default cube and started with the character's head. For that I needed to create a grid on this cube, so I could shape it the way I wanted. To create cuts I had to click ctrl+R. In the image above, it is shown how a cut works. It cuts through all the surfaces. After cutting it in half, I have deleted half of the cube. I have deleted it, so I could have used a modifier to mirror everything I am doing on the other side of the cube, to make it symmetrical.
These are all the different modifiers available in Blender. I only know a few of them. I used Mirror in this case, to mirror the side I was working on. Modifiers can really help with the work but they can be confusing at first. I find youtube tutorials very helpful in understanding what each of them does.
After choosing the modifier, I could have gotten to work.
I have started by shaping the head. I was shaping, not by sculpting but by simply editing the mesh. I was grabbing and moving vertices to kind of create a design I wanted to work with. To grab a vertex I needed to press G and then I could move it. If I wanted to move it along one of the axises, I needed to for example click: G + Y. That let me move the vertex along Y axis. As I mentioned in my previous posts, in a 3D plane, there are 3 axises. Each one of them has a name. In this software, they all also have a color. Blue is the Z axis, green is the Y axis and red is the X axis. When doing something in spacial geometry, that spacial imagination is very important to understand how moving vertices along axises works.
Next, I was learning how to extrude surfaces in Blender. To extrude surfaces means pretty much to pull out. In the image above, I have extruded the neck along the Z axis. This created another set of vertices for me to work on. As seen above, I do not have to work simply just on vertices, but I can work on surfaces or edges. To extrude I needed to click E and drag the surface I wanted to pull out.
I continued extruding elements and creating more and more vertices for me to work on. I have been scaling up and down edges by clicking S and I have been grabbing and moving vertices to create what I had in mind.
I have created really long arms so I could later on form an elbow on them and a hand. I was forming it all by simply cutting the volumes using ctrl+R and choosing which way I want the cut to go through. Then the edges I have created I was scaling and manipulating so it was looking just like I planned.
When I was happy with the arms, I have extruded the legs and started creating calves and knees. I also created a waist and hips of the character. It was all created in the edit mode rather than in sculpting. If I started sculpting, the character would no longer be low poly, because sculpting immediately adds a lot of vertices. The more vertices the heavier the file is and my computer likes to shut down blender if the file is too heavy. It it why I am working on low poly characters right now. Lastly I have extruded the feet from the legs and the low poly character was done.
Lastly, I have created a blue material to color my entire human-like structure in blue so it would contrast the background more.
This is the finished piece. It has taken a few hours of my time but now I know how the software really works and how I should approach creating my character.
As we discussed in the tutorial last week, this was an interesting way of making a prototype whilst simultaneously acting as good practise of creating 3D form with your software. Have you thought any more about creating your character so it can be seen in 360 degrees?
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