will she blend?

Sooo

 

The past week I’ve been attempting to figure out Blender. Goddamn its UI is hostile as fuck. Especially with crazy choices like “use the right mouse button for selecting stuff”, which they claim makes ergonomic sense because it spreads the load out from your index finger, but if you’re using a stylus 24/7 like I am then it’s just utter hell.

Luckily you can tell it to use the left mouse button for selecting like every other program on this planet. And you can configure its keys. In a pretty user-hostile dialogue, but it’s doable – I’ve set it up so that holding space and using the Wacom pen, or the two buttons on its barrel, moves the view around in a way that doesn’t conflict with fourteen years of using space+drag to move around my Illustrator canvas. Though I still haven’t managed to make it stop asking “are you sure” when I try to delete a part of something, or when I tell it to save the file. All I can find if I google for solutions for that is people long-windedly explaining why they had that option, and removed it, because someone made a mistake once and so everyone has to suffer for that, ughhhh.

My test for doing this has been Peganthyrus, also known as “that cartoon dragon I’ve been drawing myself as for twenty years”. I figure I have a pretty solid mental model of her in my head, it should be a lot easier to put that in an unfamiliar program than anything else, right?

I started out by making an attempt to sketch a rough directly in Blender using its “grease pencil” function, which is a pain in the ass to edit. I went ahead trying to model that and eventually ran up against the fact that my side and front views were kind of  out of alignment, and were not great drawings anyway. I put the tutorial I was following, and my file, away, and did other things.

peggy-front peggy-sideA couple days later, I drew a nicely-aligned pair of reference drawings, put those into Blender, and started trying to do “box modeling”, which is called this because you start with a cube and extrude/chop stuff until you have something like your desired character, then refine it. Pretty soon I’d said “fuck it” to trying to model a low-poly version, and had added a subdivision surface to make it all nice and smooth and rounded, as if the polygons I was making were a bunch of control points in Illustrator. About halfway through, I realized that all my instincts were telling me that I was using entirely too many points by starting with a box aligned to the world’s axes; I felt like I kept on wanting to add edge loops doing down the middle of every side. But I didn’t want to do that because if there’s one thing that twenty years of Illustrator has taught me, it’s that defining an oval with more than four points is a waste of your time… and when you slice a cartoon character in half, what do you get? A bunch of ovals. Well, at least if you cut them perpendicular to their longest axis.

So I scrapped what I had again, and started fresh, with a cube that I rotated 45º, so that I could easily line stuff up with my front and side view drawings.

Screen Shot 2016-07-20 at 8.49.59 PM Screen Shot 2016-07-20 at 8.50.10 PM

Yeah this was so much easier to do, why the hell do you 3D jockeys tell everyone to do it from axis-aligned boxes. What is wrong with you people. Why are you making yourselves pull around twice the points you have to. (Or what problems do I not know this is going to cause further down the line.)

I haven’t bothered doing more than the most basic extrusion and placement of the legs yet, and the head needs a lot of work – but I think I’m beginning to see potential here. My next step may be to keep working on this, or it may be to try making it from scratch again in spline patches. Blender’s spline tools look really terrible and awkward compared to what I’m used to, so maybe not. We’ll see.

Ultimately, my goal is to get far enough along that I can have an animatable 3D version of my dragon-self, who I will of course then play with non-photorealistic rendering styles on. And maybe do other things like wear it via realtime animation toys. I feel like this is a skillset I need to begin to pick up if I’m gonna be serious about my plans to pitch Parallax as a 3D show with tons of non-photoreal rendering to make it look like I drew every frame in AI. Will I get there? Hell if I know.

Right now I just need some food.

3D model ref workflow version 3

My previous workflow for 3D reference positioning just kinda… quit working. I don’t know why. I think it was around the time I upgraded to CS6, but downgrading to CS5 didn’t fix it. I flailed around for a while, thinking crazy thoughts like “maybe Blender can do it”, tried a photo-match feature in Sketchup, and then after giving up for a while I thought about how Sketchup’s photo-match feature works and came up with a simple way that works better than my previous workflow.

I think I may have used this for the last panel of 3D ref in Rita, but hey, it’ll be there when I need it for the next time.

  1. Expand subdivision into a mesh, export an .obj from Silo.
  2. Load rough page into Photoshop. Convert from indexed to RGB.
  3. 3d->new layer from 3d file.
  4. Keeping the object’s ‘current view’ selected in the 3D window, switch to the move tool.
  5. Rotate and transpose the CAMERA VIEW to match the sketch. DO NOT MOVE THE MODEL AROUND. Keep the model in the center of the 3d space.
  6. Also futz with the field of view in the 3D panel to match whatever exaggerated perspective I’ve done in my sketch.
  7. Export a transparent png, drop into AI, draw.

workflow refinement

I think I found a better workflow for positioning my reference models.

  1. Expand the subdivision into a mesh, export an .obj from Silo.
  2. Load rough page into Photoshop. Convert from indexed to RGB.
  3. Filter->vanishing point. Select “return 3D layer to Photoshop” in the tiny flyout menu in the upper left; draw a grid to match the sketch, and hit OK.
  4. 3d->new layer from 3D file
  5. Select that 3D layer, then select the camera tool.
  6. In the options bar, go to the “view” dropdown and select the name of the layer we just generated with the ‘vanishing point’ filter. This will snap the camera to the perspective determined by the grid drawn earlier.
  7. Use the object slide tool and the manipulator to position the 3D object to match the sketch.
  8. Export a png or whatever and drop into AI.

Trying to match the camera by fucking around in Silo was a lot of work, and doing it in Blender is just totally not happening. But this seems like it can go pretty quickly, now that I’ve worked out how to do it once!

whoops

I just spent about an hour modeling a simple human figure in Silo off of one loose design sketch. Which was drawn in 3/4 view.

It was looking pretty damn good for a beginner until Silo crashed. I’m really liking the way Silo works – building a cage of points that it subdivides is pleasingly close to the way I work in Illustrator – but it crashes so damn much on me. Anyone out there got any suggestions for other 3D modeling programs that have a really good subdivision modeling workflow?

WANNA SIT ON MY SAC LITTLE LADY

Nick came over yesterday. We ended up mostly just hanging around the apartment and getting really stoned. I ended up spending half the evening poking at the internet, looking for furniture – specifically, a beanbag chair. I figure a little more seating will make it easier to consider inviting a few people over, and a beanbag chair will have the right informal feel.

It turns out that nobody sells “beanbag chairs” sized for adults. They all sell “sacs”. Which was good for a lot of giggling amusement. Hur hur hur, sac. I ended up ordering a big purple one and small blue ottoman, which might work for seating multiple people in a casual, probably-somewhat-stoned fashion, and will hopefully work with the minimal decor in both the studio and the living room.

In the morning, we went downtown as he had a medical appointment and I had some books to return to the library. I went to the library after parting ways, and worked on the reference model for that car.

I think it’s as done as it needs to be. I might do a tiny bit of texturing to show which portions of the fenders emit light, but that’s about it.

(I am also endlessly amused that without the fenders and wheels, it looks like nothing so much as a high-heeled shoe. That feels appropriate for me to be drawing, doesn’t it?)

modelling is still hard

I spent about three hours poking at this model again. It’s actually starting to look vaguely like some kind of future sports car now! The rear is still pretty vague, but I think my next session will probably be spent on a simple interior and some of the major trim.

I find myself wondering if it should have some kind of two-tone paint job, or just be SOLID RED. I’ll figure that out when it’s done, I suppose. Hell, it’s made of Sufficiently Advanced Technology, maybe it’s covered in chromatophores.

Modeling this thing is taking a while, but I feel like it’s a worthwhile investment given that this car is going to be featuring throughout the next chapter. And if it ends up taking more time than drawing it from scratch in every panel, then, well, at least I’ll have finally learnt something about 3D modeling. New skills are never bad.

modelling is hard

After about two hours of fucking around with Silo, I have made A SLEEK LOAF. Behold!

My workflow for this ended up being:

  1. Make some planes with my reference sketches.
  2. Draw the profile of the car with the create edge tool.
  3. Repeatedly extrude and scale new copies of that profile. Also turn on mirroring.
  4. Figure out how to close the open hole in a way that made nice geometry. I’m not entirely sure what I did.
  5. Subdivide!

Obviously I’ve got a fair amount of stuff left to do but right now I’m inordinately proud of this loaf. I managed to crash Silo a couple of times, and got the model into a confused state I couldn’t recover from except by deleting it and starting from scratch two or three times, but I feel like I may have actually finally put a point or two into 3D modelling.

Ultimately this is going to be a virtual maquette that I’ll use for reference in the next chapter of Rita. Maybe when I’ve finished this I’ll try modeling Rita herself, just to see what I can make happen – it’d be cool to maybe do a 3D printed sculpture of her or something.