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My first 3D Model in Blender and Substance Painter

Hey everyone! smiley

As some of you may realize, I made my first model in Blender [1].

For that, after installing and configuring it, I created a sphere:

Figur1 1. Blender - Sphere.

After that, I selected all the vertexes (by pressing A - I have used this a lot!).

Figure 2. Blender - Selecting all vertexes.

After that, I selected the top vertex, activated the Proportional Editing [2] and pressed the keys G then Z, that allowed me to stretch the top of the sphere.

Figure 3. Blender - Proportional Editing.

As the edges were a bit rought, I took care of the smoothing [3].

Figure 4. Blender - Smoothing.

And the model ended up like this:

Figure 5. Blender - Model after the smoothing.

With the 3D model built, it was time for the UV mapping [4], by simply accessing the UV Editing menu.

Figure 6. Blender - UV Mapping.

Then, I started editing the UV map (with the Tab on the right image on can access the edition mode, that allows us to see all of the vertexes).

Then I just selected the edges where I wanted to curt the object in order to create a 2D image that will be used for the texture. Then, mark seam [5].

Figure 7. Blender - UV Mapping - Mark Seams.

It is ready to be unwrapped (select all - A - then U and press "Unwrap" on the menu that appears):

Figure 8. Blender - Unwrap.

With the UV map, I just had to export it (in the format .obj) and change the platform for the texture..

 

For the first usage, Blender is not that intuitive, as it has lots of features and menus. However, as almost everything, the more time one invests, the easier it gets. I strongly recommend this 3D platform, as apart from being quite robust, it is open source.

 

For the texture I have used Substance Painter [6] (they have free licenses for education [7]).

When I imported the model, the platform seemed relativelyt easy to use:

Figure 9. Substance Painter - Model imported.

I started by changing the material:

Figure 10. Substance Painter - Material.

Then the Base Color: 

Figure 11. Substance Painter - Base color.

And ended up with this final result:

Figure 12. Substance Painter - Final Result.

With the model and the texture created, I just had to export on a format that I wanted and import in Unity.

If you want to look at a scene that I created with the model, check this FPS [8] (for more information on this FPS, check this thread in BabelX3D [9]).

Figur3 13. 3D Model imported in Unity.

 

Best regards,

Gonçalo Peres


References

[1] Blender (2019). Disponível online em: https://www.blender.org/ (acedido em: 25 de novembro de 2019).

[2] Blender 2.79 Manual (sd). Proportional Edit. Disponível online em: 

https://docs.blender.org/manual/en/2.79/editors/3dview/object/editing/tr...(acedido em: 25 de novembro de 2019).

[3] Blender 2.77 Manual (sd). Smoothing. Disponível online em: https://easyblend.org/html/modeling/meshes/smoothing.html (acedido em: 25 de novembro de 2019).

[4] Blender 3D: Noob to Pro/UV Map Basics (2019). Disponível online em: https://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics (acedido em: 25 de novembro de 2019).

[5] Blender 2.81 Manual (sd). Seams. Disponível online em: https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv/unwrapping/seams.html (acedido em: 25 de novembro de 2019).

[6] Substance Painter (2019). Disponível online em: https://www.substance3d.com/products/substance-painter/ (acedido em: 25 de novembro de 2019).

[7] Substance Painter (2019). Special Offers for Education. Disponível online em: https://www.substance3d.com/education/ (acedido em: 25 de novembro de 2019).

[8] Peres, G. (2019). First Game. Disponível online em: http://xr4.goncaloperes.com/ (acedido em: 27 de novembro de 2019). 

[9] Peres, G. (2019). My first FPS, Model in Blender and some Experiences. Disponível online em: https://portal.babelx3d.net/content/my-first-fps-model-blender-and-some-experiences (acedido em: 27 de novembro de 2019). 

My first FPS, Model in Blender and some Experiences

Hey everyone! smiley

 

In order to explore more potentialities of Unity, I have decided to build an FPS.

For that, I have started by working with the materials and textures, and then I built the terrain with all its details (as grass and trees) [1].

I have used a First Person character [1].

Then I added a gun ]2} and configured the crosshair [3] and the shooting sound [4].

Figure 1. Scene FPS, with gun and crosshair.

 

I have built a script, taking advantage of the raycast [8], so that we can shoot and destroy objects (I made the range public so that I could edit in the Game Engine dashboard):

Figure 2. Script made on Visual Studio 2019.

 

The objects that can be destroyed will have the tag "Enemy" and, in this case, they will be a model that I made on Blender [10] and Substance Painter [11] (I used this last one for the texture and material).

Figure 3. Model on Blender

Figure 4. Textures and Materials on Substance Painter.

 

In order for it to work as expected, once in Unity, I added Box Colliders to the eggs. Some of the eggs will be on top of some crates - the crates will also have the Box Collider, however their tag won't be "Enemy", so we won't be able to destroy them.

Figure 5. Scene with the crates.

 

As the lighting is a really important component, I took some time to explore each of them. Unity gives us the ability to use different lights and each one affests the scene in a specific way. I will leave some advantages that I have seen for each light bellow:

• If goal is to distribute the light to all areas, I suggest Point Light.

• If the goal is to distribute the light in a specific direction, I suggest Spot Light.

• If the goal is to illuminate the whole scene, like a sun, I suggest Directional Light.

 

Took care of the post processing and added eggs all over the scene with the "Enemy" tag so that we can destroy them:

Figure 6. Scene Intro.

 

For this whole project I have used the following assets:

Standard Assets [1].

Machine Guns [2].

Simple Modern Crosshairs: Pack 1 [3].

Post Apocalypse Guns Demo [4].

Wood Crate [5].

 

Here you can see the scene and have some fun shooting the eggs [6].

I'll try to update my portfolio [7] with this new projects tomorrow. It takes time to do everything.

Best regards,

Gonçalo Peres


References:

[1] Unity Asset Store (2019). Standard Assets (for Unity 2017.3). Disponível online em: https://assetstore.unity.com/packages/essentials/asset-packs/standard-as... (acedido em: 25 de novembro de 2019).

[2] Unity Asset Store (2019). Machine Guns. Disponível online em: https://assetstore.unity.com/packages/3d/props/guns/machine-guns-20611 (acedido em: 25 de novembro de 2019).

[3] Unity Asset Store (2019). Simple Modern Crosshairs: Pack 1. Disponível online em: https://assetstore.unity.com/packages/2d/gui/icons/simple-modern-crossha... (acedido em: 25 de novembro de 2019).

[4] Unity Asset Store (2019). Post Apocalypse Guns Demo. Disponível online em: https://assetstore.unity.com/packages/audio/sound-fx/weapons/post-apocal... (acedido em: 25 de novembro de 2019).

[5] Unity Asset Store (2019). Wood Crate. Disponível online em: https://assetstore.unity.com/packages/3d/props/wood-crate-4428 (acedido em: 25 de novembro de 2019).

[6] Peres, G. (2019). First Game. Disponível online em: https://xr4.goncaloperes.com (acedido em: 27 de novembro de 2019).

[7] Peres, G. (2019). XR Portfolio. Disponível online em: https://xr.goncaloperes.com (acedido em: 27 de novembro de 2019).

[8] Unity Documentation (2019). Physics.Raycast. Disponível online em: https://docs.unity3d.com/ScriptReference/Physics.Raycast.html (acedido em: 25 de novembro de 2019).

[9] Visual Studio (2019). Disponível online em: https://visualstudio.microsoft.com/ (acedido em: 25 de novembro de 2019).

[10] Blender (2019). Disponível online em: https://www.blender.org/ (acedido em: 25 de novembro de 2019).

[11] Substance Painter (2019). Disponível online em: https://www.substance3d.com/products/substance-painter/ (acedido em: 25 de novembro de 2019).

My first scene with Unity 5

Hi everybody,

I want to share with you my first scene with Unity 5. It is just a tutorial 1 step following and it is fun!

Please visit this page: www.mrtolhevic3.tk. On openning the page the scene loads and it might take a bit until you can play with the arrows.

 

Cheers

 

My first scenes in Unity 5

Hi all,

Please visit my page at www.pandereireta.esy.es.

It's my first scenes with Unity 5 following the tutorial 1.

I had some problems to build the project but it is operational.

Regards,

Halt

My first unity - by JD

Here is my first attempt with Unity : https://simmer.io/@JMRD/jd001

A lot to learn yet... but it's a start anyway.

João

My first worlds made with Unity5 and SketchUp

Hi,

I am advertising my site http://jda.890m.com where you can see my first worlds.
 
Best regards,
JDA

 

My unity example with a new avatar and mouse control - by JD

Here is the previous attempt with Unity and a new avatar with mouse control: https://simmer.io/@JMRD/jd002

Regards

João

Nairi Labs

Robot Building to Become Obligatory Subject in Armenian Schools: Encontrei isto a flutuar numa thread do Reddit sobre futurismo/futurologia. Há poucas informações sobre isto, talvez porque os arménios envolvidos neste projecto não se estejam para chatear com coisas como sites em inglês. Suspeito que se soubesse arménio ser-me-ia fácil encontrar mais sobre isto. O conceito chama-se Nairi Laboratory e é uma abordagem integrada que envolve introdução à programação (com Scratch, mas pois claro), robótica e impressão 3D. É curioso como não parecem empenhados em publicitar o projecto, mas como já observei, a língua arménia é-me totalmente desconhecida (mas hey, que letrinhas tão exóticas tendes, caros arménios). Mexe com CTEM, educação, criatividade e tecnologias. Soa como um projecto de sonho, e não me importaria nada de estar envolvido em algo semelhante por cá. Este vídeo ainda me deixa mais intrigado: Nairi Lab Highlights.

Neural Rigging for Articulated Characters (RigNet)

Hey everyone! smiley

 

Hope you are doing well.

Just found a an end-to-end automated method for producing animation rigs from input character models.  This may save lots of time in character animation.

Given an input 3D model representing an articulated character, RigNet predicts a skeleton that matches the animator expectations in joint placement and topology. It also estimates surface skin weights based on the predicted skeleton.

The method is based on a deep architecture that directly operates on the mesh representation without making assumptions on shape class and structure. The architecture is trained on a large and diverse collection of rigged models, including their mesh, skeletons and corresponding skin weights.

 

Project: https://zhan-xu.github.io/rig-net/

Paper:https://people.cs.umass.edu/~zhanxu/papers/RigNet.pdf

Code:  https://github.com/zhan-xu/RigNet

 

Best,

Gonçalo Peres

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