Archive for Modeling

Apr
24

Blendermama 100

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Welcome to my number 100 post on Blendermama!

I have started this blog in 2009 so maybe 100 is not that large a number for the given period. I had first met Blender a long time ago (almost 10 years actually) but the “mama” part was added that year.  I have made some stops on the way, stumbled a bit over the 2.5 threshold, promised stuff then didn’t make time to deliver it. The Blender world and archviz industry are both moving fast around me and I feel it’s a tough task to keep a blog afloat and interesting on this subjects on a mum-working-from-home schedule.
But I am very pleased. Blendermama is my pet project and pressing “publish” on my 100th post will put a big smile on my face! Working with Blender and connecting with the Blender community is important to me.
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Feb
27

Remesh modifier

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This was supposed to be my “weekend quick fun render” but instead we made a snowman and other real weekend things so I didn’t get to it until today. It’s not a finished and polished image, just a fun test I spent a couple of hours doing. I had the idea I could use the new Remesh modifier in Blender 2.62 to make some kind of feature wall so I put in some bar stools and played a bit with the settings.
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Feb
17

Precision work in Blender

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Without pretending to be a cad drafting tool, Blender has more precision functions than people usually believe. Everything can be built with the greatest accuracy. I really value this and it was a decisive point when switching to Blender as my full time modelling and visualising tool.
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Feb
14

…in between projects

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I have happily finished my current project so I have some time now to finish a nice new post for the “how to” section. I’m even looking up html syntax to make nice links inside the post! I’m showing just a bit of wireframe so you know it was a “dense” week :) Just needed to say, Blender and BI didn’t let me down. Can’t wait to get on to the new 2.62 release this week!

There were a lot of multiplying modules in this one, so I used a lot of arrays and instances (alt+D). It wasn’t so bad but I kept feeling there should be a better way for doing this. The arrays are good but too rigid,  the repetitions had voids here and there so I had to stop the array and make a new one. I want now to experiment with dupliverts, but after my first tests today.. at first I liked them and then I realised maybe I wasn’t getting much more from it than from just instancing. I’ll have to test some more, should try to make a personal project around this. I also remember seeing a post some time ago about an improved array modifier but can’t find it right now…

 

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In a nutshell: since Blender 2.59, objects in groups used with particles have global x axis aligned with the emitter surface normal.

Featured image is a detail from my current lakeside house project.
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