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I haven’t posted in a while, but I’m not done with Blender yet. I’ve been working through a tutorial for a while now. Specifically, the one on HardOps/Hard-Surface Modeling by Creative Shrimp.

I’m not done with the tutorial or the model, but I wanted to share where I’m at so far. First, some renders from the tutorial. Then, some renders from my progress.

Here are some renders taken from the HardOps tutorial. I did not make these — I’m trying to re-create them.

I’m changing the format of my progress updates. First I’ll show tips/notes/etc, then I’ll show some of my latest prints/renders/work/etc. It’s a way for me to keep track of progress, but focus on the results for a little bit.


  • [ctrl+alt+rmb] to select an edge ring (these are the edges made when you use “bridge edge loops”)
  • [j] for vertex connect — it’s like using the knife tool to create an edge on a face between two of its vertices
  • you can set an object to render only the wireframes by going to the object data and then Display>Maximum Draw Type…

12/27/17: Modeling a Teapot for Masochists in Blender.

I made this teapot in October, but didn’t create this time-lapse video until way later. Watch me struggle super hard to do basic things! Heh.

12/29/17: Starting the human head in Blender.

Using reference material and a tutorial, I’ve started to make a human head. Prepare yourself, because as it progresses, it becomes increasingly creepy and uncomfortable. Uncanny valley maybe? IDK. Even the final model is not super realistic.

The seams were just for my guidance. Final seams are different.
My model compared to the reference material.

01/02/18: Blender’s grease pencil tool.

I’ve used the grease pencil to mark up a guide for placement of certain features like the eyes, ears, nose, and mouth.

I’ve been spending less time in Blender, and less time documenting what I’ve been learning. It takes a lot of effort! So I have to keep it kinda lighter than I have in the past. Here’s my 2017 Q4 game dev update.

10/09/17: Datablocks, file linking, making proxies and making local copies of things in Blender.

  • In this tutorial I’m going through, it covers a shit-ton of stuff about datablocks, and how you can reuse/change datablocks, and how to import a linked file so that when you update it, it updates in the file using the imported linked file. It’s way too much to blog about for me at this point. …

09/13/17: Using particle systems to make grass and other things in Blender.

  • Yo, you can use another mesh object in place of hairs ‘n shit. Like… you can add hair to a mesh, then change it to use an object instead of a path under “Render,” and then choose that object. Hooooly shit.
  • It’s a good idea to set the hair length to 1.0, and the size of the object to 1.0 before making further adjustments to that biz. I think. Oh, and you’ll want to check the “rotation” checkbox so that it inherits the same rotation of the object. But be aware that like… Z and Y are flipped in this…

Boy, it’s been a long time since my last post. There are a few reasons for this:

  1. The last post I made got a lot of attention, and I’m hoping to not disappoint all the people who followed me because of that post. I’ll try to write more posts about web dev, but I initially started blogging here to keep track of my progress in becoming a game developer.
  2. I’ve been pretty busy, working on stuff and learning without blogging about it. Shit happens!

So, here’s just a bunch of random shit I cobbled together since it’s been so long.

05/23/17: Images as planes in Blender.

I decided to re-do a large portion of my bear (geometry and armature). Based on what I learned, I thought it made sense to make a bunch of changes, primarily because building the model in a standing position seems to lend itself better to setting it up for animation. He had a flat butt, too — but now he doesn’t!

The bear, before and after (ears and limbs were remodeled, head and torso were adjusted slightly).

I solidified the ears, re-created the limbs, gave him a butt, gave him a thumb/hand, and cleaned up the geometry all around.

As I was modeling the new legs for this bear, I noticed that the scale of my model…

I wanted to write about this ASAP, because I’m curious to know if anyone has done this sort of thing before. Also because I’m excited AF about it.

Through a series of accidents, testing, researching, etc, I have discovered that it is possible to use SVG images as a console message. Not only that — you can animate them. Here’s what I’m talking about:

Proof of concept showing SVG animation in the JS console (Chrome and Safari). The actual animation was not mine, however. That was pulled from CSS Tricks.

My mind was blown when I discovered this. Has anyone seen this sort of thing before? If so, where? Super curious to see what (if anything) someone has done with this. …

Mondays are usually the days that get me really going with Blender. You see, I work at Quicken Loans and they give us four hours every Monday for self improvement, learning, etc. As long as it has reasonable application or use to the company. They call it Bullet Time.

Between this and our amazing training budget, I’m able to learn a lot of things I wouldn’t have time or motivation for outside of work. I am really grateful for this perk and it motivates me to do more at home. Here’s what I learned during this week’s Bullet Time.

5/22/17: Combining shaders, UV unwrapping & texture mapping, and skyboxes in Blender.

Yellow creepy bright eyes with a huge pupil.
  • Learned…

5/15/17: Multiple cameras and random particles in Blender.

After messing around with the hair a bit more, I’m fairly happy with this. Props to my wife for pointing out that my lighting was kinda fucky, too. I’ve gone and fixed that mess. Oh and I made the ears and nose pink. Nose should probably be black though. Right?
  • You can have multiple cameras to switch between — for a multitude of reasons. Simply duplicate/add another camera, then you can move it around and set it as the active camera by using [ctrl+numpad 0].
  • Focal length determines how much you see — smaller numbers mean you see more but it can get distorted (like fisheye). Setting it to 50mm mimics the human eye, supposedly.
  • You can make particle systems look more random by messing with the settings for the children. Using clumping and roughness, you can do a lot of neat things. …



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