Blender First try

wbnc

Cosmic Mongoose
While waiting for the High Guard rules to come out so I can tweak my designs. I decided to start the long process of leaning to model my own designs..It will be some time before I am putting anyone out of a job...but Its time I learn another tool of the trade.

I taught myself how to draw the concept sketches, most of my writing skills are self taught, and it shows...now I am going to add really sad models to my portfolio :D


It's messy, it's sloppy I have overlapping and clipping faces everywhere, but not bad for my first attempt...not bad for about twelve hours of watching tutorials and futzing around with shapes

Now all I have to do is gulp down coffee, aspirin, and spend another year or two to get good t this....sheesh... me and my big ideas.

any advice or good tutorials, resource ideas anyone has feel free to send them my way.

blender_first_try_by_wbyrd-d99fgt9.png
 
Tanks I'll check those out.

The sphere part was an accident I decided to keep. I had mirror on so somehow when I added the one sphere it's twin showed up :D

I decided to keep it and go for a sort of bug eye look.

when i have more than ten total hours experience with the program I will clean it up some :D
 
One thing I would say is when you are modelling try to keep it simple. So use separate primitives for the engines and then array a load of rectangles around them for the side pods. You can always do a boolean to cut away the excess - I assume (dont know for use for Blender I use 3dsmax). And for the engines I would have done one then arrayed the others as copies. For the sphere I would have just done that as a sphere primitive.

You can apply smoothing to smooth out all the edges as well.

Its difficult learning 3d but the way I did it was to join 'Lynda' which is a really good tutorial website and watch all the online videos about 3d. Its far easier than reading books.
 
Looks like you're off to a good start. If you have questions about Blender, I'm a pretty fair hand at meshes with it, I'll try to help if I can. First bit of advice I'll give is learn the hotkeys, Blender can have a steep learning curve at first because of that, but once you learn them doing things in Blender can be really fast. Oh an if you haven't discovered it, the Mirror modifier is your friend. Start with your basic shape, cut it in half and then use the Mirror to auto generate the other half of your ship for you. Great for symmetrical designs. (I've got a temple project where I actually only built one quarter of it, then used two Mirror modifiers to generate first a 2nd quarter, and then mirror that again to generate the other half; really saves on the work time).
 
Bardicheart said:
Looks like you're off to a good start. If you have questions about Blender, I'm a pretty fair hand at meshes with it, I'll try to help if I can. First bit of advice I'll give is learn the hotkeys, Blender can have a steep learning curve at first because of that, but once you learn them doing things in Blender can be really fast. Oh an if you haven't discovered it, the Mirror modifier is your friend. Start with your basic shape, cut it in half and then use the Mirror to auto generate the other half of your ship for you. Great for symmetrical designs. (I've got a temple project where I actually only built one quarter of it, then used two Mirror modifiers to generate first a 2nd quarter, and then mirror that again to generate the other half; really saves on the work time).
thanks right now I am banging my head against the textures thing..cant get them to show up in render..followed the tutorials but it comes out with the textures either not showing up, or only showing up on certain parts...

I was surprised by how easy it was to use after you learned the controls..still having trouble manipulating objects and keeping them from getting all wonky on the grid though..but the shapes aren't that hard once you figure out a few things.....well the basic shapes that is :D

How some folks can make all the wonderful models I've seen still boggles me..I look at the images and find myself trying to figure out how you get that shape out of Blender.

I Have also figured out that if you creat half a ship, and use mirrror you really get a better result than trying to do mirror..work..mirror work..mirror again..the fewer times I use it the cleaner things seem to turn out for me.
 
wbnc said:
thanks right now I am banging my head against the textures thing..cant get them to show up in render..followed the tutorials but it comes out with the textures either not showing up, or only showing up on certain parts...
Sounds like either you didn't properly UV Map the model or you may have not assigned a material group (or not assigned a texture to it). Blender can be a little confusing with textures because it requires some extra steps in assigning textures.

I was surprised by how easy it was to use after you learned the controls..still having trouble manipulating objects and keeping them from getting all wonky on the grid though..but the shapes aren't that hard once you figure out a few things.....well the basic shapes that is :D
Try experimenting with the Global, Normal and Local settings when manipulating faces, you may find that very useful in helping you to move something in a particular direction with precision. For example, say you make a simple four sided pyramid with a point at the top (Z axis). So you want to extrude out one of the four faces which is at an angle, say along the X+Z axis. The normal Global axis won't work but cause that would only allow you to pull it on the X or the Z axis. But you can change to the Normal and now its using the axis associated with the Normal direction of that particular face. You can then grab the blue (Z) axis arrow and pull that face out along the axis of the face itself with greater control.

Some keyboard shortcuts I use a lot are Cntrl+E for working with edges (brings up the edges submenu), Cntrl+V for vertices, Shift+S for reseting and working with the 3D cursor (which is something else you'll use a lot when manipulating a mesh).

EDIT: Its Shift+S to manipulate the 3D cursor, my bad.

I use the Mirror modifier a lot, also the Subsurface division modifier when I want really smooth rounded shapes. Array is really useful for creating multiple copies of something (there's a nice tutorial on using Array to take a single torus and turn it into an infinite length of chain that you can actually move, bend and pose even though all you ever make is a single link; then later you learn to use it and some other tools to turn that chain into a sheet of chain mail that you can literally drop over a head model and turn into a mail coif with realistic folds and bends. An the amazing part is once you know how you can do that literally in minutes with Blender).

How some folks can make all the wonderful models I've seen still boggles me..I look at the images and find myself trying to figure out how you get that shape out of Blender.
There's lots of tricks for different things and most of them turn out to be surprisingly simple. For example in my Huntress model I've used the Inset command a LOT in creating various shapes and geometry within the hull.

I Have also figured out that if you create half a ship, and use mirrror you really get a better result than trying to do mirror..work..mirror work..mirror again..the fewer times I use it the cleaner things seem to turn out for me.
Yup, again in my Huntress model, including in the preview renders I've posted there's actually only half a ship mesh there, the other half is generated with the Mirror modifier. When I started building the ship I literally started with the default cube. I collapsed one side into a point so I had a pyramid on its side. I then two other vertices on the side and got the more diamond shape. After that I cut it in half along its length and then applied the Mirror. Everything else has grown out of that basic shape with me only working on the left half of the ship while the right half is generated by the Mirror. This guarantees the left and right sides are identical and symmetrical. If I want to add something unique to just one side I make that as a separate object that doesn't have the Mirror applied to it and then once I'm done I'll Join all the parts together.

Also, do your UV Mapping BEFORE applying the Mirror permanently (which actually generates the mirror mesh as an editable mesh). This way you can paint one half the ship and the texture / paint will also be mirrored on the other side. That saves you time with texturing and also helps keep your texture maps smaller (which uses less memory and renders faster).
 
About textures gt into the habit of using a chequerboard texture to startoff with so you can make sure all the faces are displaying properly and at the right orientation and scale. And yes you need to UVW map each part of the model before a texture will show up. And if you are going to model repeating parts get the texture working properly before you copy them otherwise you multiply your workload!
 
Once again thanks for the help :D

I'll keep wrking at the textures, eventually i'll get it right.

right no I am worried more about the object itself looking right..once I get that down ill move onto seriously working on textures...right now just tinkering with it to try and understand the basics.
 
Once again thanks for the help :D

I'll keep wrking at the textures, eventually i'll get it right.

right no I am worried more about the object itself looking right..once I get that down ill move onto seriously working on textures...right now just tinkering with it to try and understand the basics.
 
Things to look out for when learning CG modeling is the dreaded normals and UVs. One polygon with a flipped normal can confuse things. So can a stretched or overlapped UV.
 
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