Sunday, February 16, 2014

Tip : Build Modifier | Blender3d

Hi,

Today, I was playing with modifiers and stumbled upon Build Modifier. This modifier is cool in a sense, that it allows you to see your pre made mesh , created step by step in front of you like an animation.

Take a look.

video


The best thing is , it is very easy to use.

Just create your model. Join all the parts and Add the build modifier.

Start  lets you select the frame number, from where to start the build up animation.

Length allows you to set up the number of frames, your animation is based on.

Seed randomizes the face build up sequence ( It is dependent on the Blend Internal Datablocks creation order).

You can change the build up sequence by select Sort Mesh Elements >> Space Bar Menu.

Here is the link to Official Documentation Build Modifier

Monday, February 10, 2014

Tip : Easy Toggle Render / Viewport Visiblity

Hi There.

Today, I will tell you about a little tip, which mostly blender users don't know about.

The tip is related to Toggling Render and Viewport visibility, which is a huge time consuming problem when it comes to lots of objects.

So, Let's begin.

First of All, Here are the Shortcut Keys for Grouping Objects.

Ctrl+G
Creates A New Group ( Visible in Property >> Objects >> Groups)
Ctrl+Alt+G
Removes from the Group (Shows a list of Groups, object is member off, select any)
Shif+Ctrl+Alt+G
Removes from every group (without any prompt)
Shift+Ctrl+G
Add Selected to Active Group (Just like "L" Menu)
Shift+Alt+G
Remove Selected from Active Group

It is necessary to keep One object in the Group, otherwise, your group will dissolve.

So, When i start working on a project with 10-20 objects, i usually create a dummy Object and Add it to a group (RenderHidden) and move it to the 20th Layer. This way, I am able to work without any hinderance. ( I create 2 different Groups, 1 for Render and 1 for ViewPort visibility Toggle)

Create The first ojbect.

Press Ctrl+G to give it a Group and Name your Group "RenderHidden".

Move the Object to the 20th Layer (Key "M").

Add several objects in 3d View. ( I have Added Suzzane and Gave them Colors).















Select any number of ojbects and make sure that 20th Layer is visible. Select the Grouped object
which we moved to 20th Layer in the last and Press Shift+Ctrl+G.

Setup your Camera for Render.

In Outliner Drop Down, Select Groups.(It shows all of your groups. Mine only has 1 RenderHidden).

Toggle the Render (Camera Icon) Off.















Render by Pressing F12 on Keyboard.












If you are using downloaded blend file, then Yellow and Red Suzzane won't show up in render.
Thats it.

Thanx for Reading :)

Link To Blendfile : EasyHide

Monday, February 3, 2014

UV-Projection Modifier - Blenders Way to Model for Game Engines


You can use this with Projection Mapping Modifier. I have added 6 cameras for projection mapping (Layer 2). You can easily extrude and manipulate your texture size as well. No need to unwrap the model. Just apply the Modifier and you are good to go

Step 1: Add A Cube and in edit mode, just unwrap (default, without seams) and keep it selected.
Step 2: Move to front View, by Pressing 1 on NumPad.
Step 3: In modifier Panel add "UVProject" to Cube.
Step 4: In "UVProject" load Image of your liking (This will be projected on the mesh. Tileable Image is good choice. Also select cube uvmap.
Step 5: Deselct Cube and Select Default Camera.
Step 6: Press Ctrt+Alt+0 on NumPad to move your camera view in front. From here you can adjust the size of Image Projection (How big or small you want your texture to show up) .
(NOTE : Ensure your camera lens is Orthographic, otherwise, your texture is going to scale, as soon as you go near the camera).
Step 7: After you are satisfied with the size of image projection. Continue with Duplicating the camera for Top, Down, Right, Left & Back View. Rotate all of them on 90 Degree angle (Make sure, Pivot is on "3d Cursor").
Step 8: Select Cube and in "UVProject" Modifier , just below "IMAGE" set the projection to 6 and start adding your cameras for all 6 views.

Now, your good to go with unwrapping. This method is really useful, when your are trying to create levels for game. The only thing required is to Have a good Texture , properly set for Projection.

video

 Here is Blend File Link : UVProjectionBlend

Monday, December 16, 2013

Color Palettes in Blender

Hi There,

Recently, i saw a post on a forum , where a user was very puzzled with color usage during Texture Painting of his mesh. It seemed that people are not aware of another hidden (infact it is right there in front of our eyes) feature of blender , The Color Palette.

So, today, we'll try to get some knowledge about Color Palette and how to use them.

In this tutorial, i am using blender 2.69 (official version).

It is not necessary, but you can unwrap your box , assign a texture, before moving forward.

You are required to create a folder , where you want to save the color palette, which we will make in this tutorial.

Ok, lets get started.

Select Texture Paint Mode in 3d View. My Current setup is like this.
Initial Setup














Select the Corner Anchor of the Color Palette Properties, and move it below the Brush Properties.

Color Palette Moved













Expand Color Palette Properties.
In the last line, there is a Folder Button, which allows you to Choose the Folder to save your Palettes in.
As of writing , if you try to select the folder and save the preset, it will raise an error. The best way is to copy the path to the folder e.g C:\MyFolder\Palettes\ and paste it , so that you are able to save your palette without error.
(Best way is to navigate to the folder from Blender , Hover your mouse over the Path of Folder, Ctrl+C , Cancel and the paste the Folder Path.
Palette Folder Path Selected













Paletter creator is very simple. You add up color as per index and name them, you can also choose how many columns you need.
So, we will add 8 color (8 index) and 4 columns. This way we will have 2 Color Rows with 4 Columns in Each Row. (Please note that Index starts from 0. So we have 8 colors index, ranging from 0 - 7 ).
Rows & Columns Selected













You can select the Colors by clicking direclty on them or by using the index or by clicking a little gray box, just below the color box.
We will do the direct click route and assign the first color to our palette.
I have choosen Blue as the first (index 0) and Yellow as Second (index 1).












Above the colors, there is Text box with little Color Circle Icon. It lets you name your colors.
You must first select the color and then add a name to it. Here in my example, i have added hex code for the choosen colors.
Color Names Added













The little Color Circle besides the Color Name Text box, allows you to directly choose the color from the Brush Color Circle.  Choose any color from the brush and press the little color circle icon. it will assing the choosen color to your selected color slot in the palette.
Color by Brush Circle













To Save the Palette, Select the Press + sign infront of Presets ( Tooltip : Add a Palette Preset). Give it a name of your liking. and you are good to go.












Thats it , our Color Palette is ready for use in any other Blender File as well as in Gimp (Blender uses Gimp Color Palette Format).
Here is some work with that great color palette.





Sunday, October 23, 2011

Modfiy Premade Blender Skeletal Mesh & Export to UDK.

Today, I'll modify a ready made skeletal mesh , rigged with Riggify for export to udk.

Basic Model & Rig were made by Lee Salvemini (Sintel & Elephants Dream) in a very detailed rigging tutorial hosted here. I'll be using Blender 2.60 with Darknet's Psk/Psa exporter version 2.3.

I strongly recommend you all to step by step work with Lee's tutorial, to grasp the rigging concepts of Blender. It helped me a lot. For impatient, please download the file.

http://cgmasters.net/blenderguru/complete_rig_finish.blend


Mesh & Armature used in tutorial are not my property and are not usable in commercial application or usage. I am using them just for educational purpose. If you like to use them in your project, please contact the original owners.


Ok, Lets get started.
Start Blender & Load "comlete_rig_finish.blend".
complete_rig_finish.blend
















Go to Object Data Tab -> Display Options and uncheck Shape and check X-ray options.
Shapes Off - Name & X-ray On
















Our skeleton is not fully visible. lets rectify it before moving on further.
In Object Data -> Skeleton Options check the last layer in "Layers:" category. this will result in showing up all the bones in armature, which were intentionally left hidden for animation purpose by the original author.
Full Skeleton Visible
















First scale the mesh & armature to the size, in which we want it in UDK.
Go to front view by pressing "1" on numeric pad.
Press "Shift + C" to align the 3d Cursor to the center (0,0,0) on (X, Y, Z ) plain.
Mesh & Armature Centered
















Select mesh & "Shift" select armature then Press "S + 48" on numeric keypad and "Enter".
To check the height/Size of your mesh & armature. you can activate "measure panel" add-on from Addons menu (In user preferences).
Measure Panel selected in User Preferences-> Addons
















After enabling the add-on, a panel will be visible in Properties Panel (Press "N" key to Toggle).
Measure Panel
















Deselect everything by pressing "A" then "SHIFT+A" and add a cube. Grab Translate widget "Z" arrow and move it towards the top of the mesh. Measure info panel will display the "X,Y,Z" and "Dist" from the origin (3DCursor). your mesh should be around 86 (Edit : scale around 96 BU , cause UDK SM are 96 units tall) Blender Units.
Distance of 86 BU
















Delete the cube and uncheck "Draw Distance" in Measure Panel.
Select the Armature then "Tab" to go in edit mode. Press "A" to deselect the mesh.
Press "Shift + A" to add up a new bone at 3dCursor. currently, the bone is very small, scale it to your liking (dont forget to fully select it). Name it "Root" . Switch to Side view (3 on Numpad).
Press "R+x+-90" to rotate the Root bone at its axis. move and adjst the bone , so that it is exactly in level with the feet, while in side view.
Root Bone adjusted and moved
















Now, to export this skeletal-mesh to udk, we need to parent all UN-pareneted bones to our freshly added Root bone (which is handy in moving all of the mesh & armature at a time). following bones should be parented.
hips_main
foot_IK_shape.L
foot_IK_shape.R
Blue Bones need to be Parented
















Select the above mentioned bones one by one and in edit mode and from "Bone" tab in property panel, select "Relations -> Parent" and type "Root".
Parented Bones
















Get out of Edit Mode. Select the Armature in Object Mode. Press "Ctrl+A" and select "Location" from menu , again Press "Ctrl+A" and select "Rotation & Scale".
Deselect Armature and Select the Mesh in Object Mode. Press "Ctrl+A" and select "Location" from menu. Repeat and select "Rotation & Scale".
We are Ready to export our Skeletal-Mesh for UDK.
From File Menu, Select Export -> Skeleton Mesh / Export Data (psk/psa) and save the export file, where ever you deem appropriate.
Export Menu
Saving Options
Succesful Export































If you have followed the exact steps, you'll have 01 file "complete_rig_finsih.psk" on your drive.
You are ready to import it in UDK.
Fire up UDK , Open Content Browser and Press Import Button. Select your exported "complete_rig_finish.psk"file and double click and import.
Import Dialog Box
Skeletal Mesh Imported
















Your Skeletal-Mesh is imported in UDK. It's back is towards us, lets correct it.
Double click at Skeletal-Mesh , which will be opened in AnimSet Viewer. Go down in Properties Panel, Select "Rot Origin" -> "Yaw" and change "0" to "180". Now your skeletal mesh is facing you.
Rotated Skeletal-Mesh
















That's it with modifying , exporting & importing pre-made blender mesh & armature to udk.
I haven't added any animation. However, I'll put up a link to an animation walk cycle, after completing it. you'll be able to use it with file made in this tutorial. 
A simple walk cycle made with this SM is here.

Sunday, July 3, 2011

Blender Low Poly Window Texturing & Unwrap

OK, in our previous tutorial, we made a low poly mesh of window. in this tutorial, we will texture & export it for usage in UDK.

So, fire up your blender and load the saved file.

1.    First select the Window Top Inset Panel ( I call it glass).
2.    In Material panel, select a new material by pressing New button & name it Glass.
3.    Give it any color by choosing it from diffuse panel.
4.    Press Ctrl+I to inverse your selection (Make sure, your mouse cursor is in 3dWindow.
5.    Now, Create one more material and name it wall. and choose a color to your liking.
6.    Press Assign button to assign the selected material to the walls of the window.
7.    now, your mesh has 2 different materials, which will come handy in UDK later on.

All Materials Added




















8.    Lets unwrap our mesh, so that we can put some textures on it.
9.    Arrange your window changing your time line window to UV Image Editor.

Windows Arranged for UV Wrapping

















10.    Press A to select all the vertices/faces and press U to show Unwrap menu.
11.    Immediately, your whole mesh is unwrapped below in UV image editor window.
12.    Its very ugly, lets change it a bit. Deselect All, and Just select the Glass Face & Unwrap it. Better.
13.    Press S to scale it a little bit , so that we have a room for other parts of the window too.
14.    Now Press Ctrl+I to inverse the selection and Unwrap. Your remaining parts unwrap. Scale them down, and move around a bit & select all the faces.
15.    You can easily align the vertices of your walls by select them press W > Align X or Align Y.It helps in texturing.

Full Unwrap

















15.    Lets Start Texturing our Window.
16.    In UV Image Editor, Select menu UV's > Export UV layout.
17.    Choose 1024 x 1024 as size and export as png. Name the file what every you want it to be.
18.    Start your favorite image editing program and load the UV layout file in it. I'll be using Gimp.
19.    Open 2 textures , 1 for bricks, other one for a window as Layers in Gimp.

UV Layout editing in Gimp

















20.    Put up the textures as shown above and save the UV layout file. Don't forget to remove the layout from the final image.
21. Now Delete Glass material and select wall material in properties panel.
22. Go to Textures > Add New Texture . Select Type as Image or Video.
23. Load up your UV layout file. Select mapping and for coordinates choose UV.
24. Press F12 to view your window in Render mode.
25. Your window is ready to export.

Final Result













I hope you like this tutorial. Please let me know if there are problems, or if there is a mistake.

Blender Low Poly Window

In this tutorial, I'll create a simple mesh, using blender 2.8 for UDK. i am planing to use this window mesh in ProcBuild option of UDK.

I've tried my best to give the instructions step by step, but mistakes happen.
OK,  let's go to tutorial

1. Start Blender (I have 2.58 Installed)
2. Delete the default cube
3. Select Front View by Pressing 1 on Keyboard. Then Orthographic view by pressing 5.
Orthographic View

4.  Add a Plane (Press = Shift + A > Select Plane.
5.  Align the Plane to View (Tools Panel > Align to View Check box).
6.  Scale Plane on X Axis by 4 Blender Units ( Press = S > X > 4 ).
7.  Scale Plane on Z Axis by 8 Blender Units (Press = S > Z > 8).
8.  Press Shift+C on keyboard to align your 3dCurson in the middle of the canvas.
9.  Press G and move your plain by holding the Ctrl key so that it only move by a blender unit. Make sure that your plane is exactly aligned as shown in the pic.

Origin @ 3d Cursor

















10. From Menu select Object > Transform > Origin to 3dCursor. This puts your plain origin (Little Orange Dot) to the center of 3d Cursor.
11. Add an Edge loop to your plain (Edit Mode > Press Ctrl+R) and press left mouse button.
12. Press Ctrl+E to edge slide the new edge loop and move it down to 6 blender units.
13. Add one edge loop on top of the plain near 1 blender unit (X Axis).
14. Add one more edge loop and slide it to the center of plain (X Axis).
15. Add 2 Edge Loops on Z Axis and slide them to 1 blender unit away from the both sides.
16. Precise division can be made by checking the (Edge Length) option in (Mesh display) (Check the picture).

Edge Loops & Length

















17. Select the bottom vertexes and Press E > Esc > S > .8 to extrude and scale the selection.
18. Keep the selection and change your view to side by pressing 3 on numeric keyboard.
19. Press G  to move the selection out towards -Y Axis by 1 blender unit.
Extruded & Scaled Bottom





















20. Similarly, select the top portion and extrude it to Y Axis (Don't Scale it ).
21. You have a very low poly Window.
22. Your window mesh is ready for UDK export.

Extruded Window Top (Without Scaling)

















Please keep in mind, that i just made it for another tutorial , which is related to UDK ProcBuilding, that is why, it is not very good, or built in pieces (Like bottom , which very hideous, but works).
Next is Texturing.