I modeled and animated a simple lamp to learn about rigging and kinematics. Below you can see the complete process.
First I modeled a simple lamp, using both box modeling and bezier curves:
The light bulb was also modeled through bezier curves. It was given a blackbody material to more realistically represent the colour tone of a light source when interacting with another surface (see the slightly warmer colour on the inside of the lamp)
I then rigged the entire lamp and constricted its movement to rotation around a single axis depending on the type of joint.
After the basic rig worked, adding reverse auto kinematics made all the bones in the rig respond when only a single one was being manipulated. This gave the whole rig a more realistic feel to it.
Next up was animating the scene:
I found the scene to be more dynamic once I also animated the camera:
After adding some simple textures I rendered the entire thing:
A simple 6 second animation at 720p 60fps still took well over 12 hours to render. I sincerely hope I will not have to render Full HD or 4K projects any time soon.
I’m glad I finally learned the basics of animation. I had been putting that off, but it’s really not that difficult to get a working rig.
The latest assignment in my Blender course was to model and texture a chess set. This is a classic assignment because it allows for a wide variety of modeling techniques to be demonstrated. On the other hand, the scope of the project stays manageable.
I changed the texture of the chessboard. I initially went with adding a texture per square and duplicating that to all squares of the same colour and keeping the rosewood texture around that, like we did in the lecture. However, I found the squares to be quite repetitive, so I made the whole playing field from one piece of wood (source: wildtextures.com) and changed the squares’ colour in GIMP. This way uses more memory for rendering and in game, but on the upside: there’s no texture repetition between all squares from the same colour, as the grooves carry on from one square to the next.
The wooden pieces use a seamless texture (source: maxtextures.com) mapped with coordinates “generated” and projection “tube”.
If you want to use the textures, you can find them here: