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A bowling ball and bowling pin to demonstrate more mesh concepts, and very simple materials. (BP_CBC)

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1 Section 3 Introduction

  • Introduction to Section 3
  • Michael and Ben introduce you to the section
  • Overview of what is coming next in the section
  • This is the Lecture where you will find all of the files you will need to complete the Section.
  • Please Download your Asset Pack now.
  • Your files will come in a Zip file ready for extraction to your computer.

5 Lean Production Pipeline

  • Introducing lean production / rapid prototyping.
  • NOT pre-production, production, post-production.
  • Imagine these assets are for a bowling game.
  • Knowing how fast / how many iterations to do.
  • Knowing when to stop iterating!

A Definition of Lean Production

The Pottery Fable

  • Teacher challenges class.
  • One half on quality, other on quantity.
  • At the end of the term, which wins?
  • Both from the quantity side.
  • Moral… quality follows quantity.

6 Knowing Your Topic and Specification

  • Understanding your subject.
  • Planning your model.
  • Know the importance of research.

7 Blender Model Scale

  • Has it’s own units called Blender Units (BU)

  • You can define a Blender unit as several units.

  • Works well between 0.01 - 100 BU

  • Rule of thumb: Use the Grid Floor as a stage.

  • Order of magnitude suitable for the Level of Detail

  • Updated 27/09/2017

Scale, Level of Detail and Models

  • One model doesn't have to contain it all!
  • Use multiple models if necessary.
  • Imagine zooming in from space to a bacteria.
  • You would make multiple models for each level of detail.

8 Choosing The Right Primitive(s)

  • Starting with a primitive with the same symmetry and shape as your target model saves you time.
  • It can be very hard to remove all traces of the original shape.

9 Importing Reference Material

  • There are 2 ways of importing reference material.
  • Background images and textured planes.
  • We'll be using background images.

10 Introduction to Bézier Curves

  • What are are Bézier curves.
  • Why we're using them for our pin.
  • Drawing your first Bézier curve.

11 Spin In Blender (Rotational Extrusion)

  • Convert the curve to a mesh object.
  • Learn that a curve is still editable.
  • Using the spin tool we will make our pin.

12 Assigning Materials To Faces

  • Introduce the material properties panel.
  • How to create & name a material.
  • About users of materials & “deleting” materials.
  • How to assign a material to a face.

13 Exporting Models With Materials

  • How a .blend file may appear elsewhere.
  • How to export as a .fbx file with materials.
  • How using .blend is “leaner”.
  • About smooth shading & normals.
  • Why you may want multiple levels of detail.

14 Creating Collider Meshes

  • How to control the number of vertices.
  • Creating a Convex Hull.
  • Introducing the Decimate modifier.

15 Choosing The Right Sphere

  • Learn that the sphere is the defining shape.
  • The mesh topology can vary greatly.
  • UV sphere, ico sphere and cube!
  • Brief look at subdivision modifier.

16 Subdividing an Edge and To Sphere

  • Use the Subdivision tool to add edge geometry.
  • Use 'to sphere' to create a circular hole.

17 Extruding to a Normal

  • Change the axis for extrusion for finer control.

18 Importing Blender Files

  • Showing you how to import multiple Blender files into a scene.
  • Learning the difference between append and linked.
  • Understanding that a composited scene can exist with both types.

Appended

  • When making a scene with multiple models.
  • You have control over the model, scale, position etc.
  • Can edit the model, like taking a copy into the current Blender file.
  • e.g. Coffee table plus two cups…

Linked

  • When making an object of components.
  • You have no control over the models position, scale etc.
  • You still cannot edit the model, done at source.
  • e.g. An anatomical model…

19 Final Scene

Using the assets we have just created we will combine them in Blender into one scene and compose the bowling balls so they are looking dynamic and awesome!

20 Fun With Physics

  • Use basic Physics to have the bowling ball hit the pin
  • Introduction to passive and active rigid body physics

Section 3 Wrap Up

A final lecture concluding this section. We hope you have enjoyed in and will see you in the next section.

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A bowling ball and bowling pin to demonstrate more mesh concepts, and very simple materials. (BP_CBC)

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