Learn to make simple characters which a modular design and interchangeable texture sheet (Reference: SC_BCC)
- Michael introduces the section
- A Look at the type of character you'll be able to create
- An overview of the learning topics in this section
- Know what you are doing- what the outcome is!
- Control your time
- Stop your project ballooning
- Know when you have accomplished your goal
- Simple projects allow you to iterate faster meaning you can try more things.
- Stave off boredom
- Reminder about reference material
- My chosen character: "The Last Hero"
- A look at my characters features and equipment
- Changing your view in the 3D viewport.
- Transforming objects and applying transforms.
- Adding objects and the operator Panel.
- The outliner and naming and empties for organising.
- Pivot points.
- Parenting and grouping.
- Selecting.
- The tool shelf and properties panel.
- Explore in detail the differences between Object Mode and Edit Mode
- Show how to select Linked mesh data
- Join mesh objects together
- Explore Operating on Vertices, Edges and Faces
- See how they're connected
- Make models with more details than before.
- Take a closer look at how to delete mesh data
- Show what dissolve does
- Show how to remove faces where they are not needed
- Rapidly build models by reusing parts
- Linked Duplication
- Un-linked Duplication
- 2 Methods of Modelling
- Very Similar and great for Low Poly Modelling
- Not the only way!
- Sculpting first is an option, but not something we will cover in this section
- Purpose of most modifiers
- The modifier stack
- Great workflow tip even if it isn't needed all the time
- Loops are critical to speedy workflow
- Exploration of where and when you can loop cut
- Selecting Edge and Face loops
- Great for template based production
- Very useful for getting parts of your model to fit together.
- Separate is the opposite to join- will create a new mesh object from your mesh data selection
- Creating additional geometry quickly
- Using Vertex Groups as a control for modifiers
- Demonstration of modifier speeding up Workflow
- Discuss when it is OK
- Discuss when it will ruin a model
- Pros and Cons
- Troubleshooting a model
- When and where to remove doubles
- Be cautious and conscious when doing so
- Easy way to edit geometry without destroying surrounding geometry
- Gives you better control of where vertices and edges are in a model
- Updated for more consistency (19/07/2018)
- Become an alignment ninja
- Use the snapping tool to precisely place objects and geometry
- Use the Inset Tool to create more geometry
- Very Useful for detailing
- Useful for adding geometry without excess geometry.
- Reminded on using Layers to organise meshes
- Solve non-planar rendering artifacts
- Simple to achieve
- Like Removing Doubles only at the time
- Easy to forget it is turned on
- Works great with the snapping tool
- Easy to accidently turn on!
- Great control over more that one Vertex
- Enables more organic modelling
- Splitting a single vertex into 2
- Great way of create additional geometry
- Rip-Fill is another option
- Another great way of selecting similar objects/ pieces of mesh data
- One way of controlling the amount of mesh data in any scene in Blender
- Workflow improvement
- Michael wraps up this section.
- What would you like to see next?