This is a quick tutorial about modeling a football (aka soccer ball) in blender. It'll take roughly 1 minute to finish the model. Low poly, baking maps, setting up a simple material might take another 2 minutes.
First of all add an Icosphere object with 1 subdivision, set the size to whatever you like (mine's 12).
Go into edit mode and use bevel (CTRL+B). Make sure to check "vertex only" and set the offset to a value of your choice.
Assign 2 different maerials to the pentagon (black) and hexagon (white) shapes.
Afterwards use another bevel command on the whole object. Set the offset to a very low value now, this is only needed to keep the penta/hex shapes when adding subdivisions later on.
Switch to Face select mode and invert the selection (CTRL+I). Use extrude individual with a high offset value, this should be ~4-8 times larger like you want the final result to look like.
Change the pivot point from median point to individual origins and scale up the penta/hex polys slightly to minimize the space in between. Afterwards extrude again but only scale down the faces, don't apply an offset.
Go to object mode and add a subdivision surface modifier with at least 2-3 subdivision.
For the final step add a Cast modifier. Keep the cast type (Sphere), and increase the factor to something like 0.75-0.85.
Higher extrude offset values from the step before allows to set the factor to a higher level and therefore turns the simple icosphere more into a perfect sphere shape.
For the low poly model redo the first step. Add an icosphere of the same size and use a bevel command with the same settings.
A simple tennis ball unwrap works quite well here and should give you 2 'rectangular' UV islands.
Switch to edit object mode and apply a subdivision surface modifier with just one simple (not catmull clark) subdivision. Afterwards add and apply a Cast modifier (sphere type).
Scale up the low poly model until it matches the high poly. Bake normal and texture maps.
Sunday, June 30, 2013
Saturday, June 8, 2013
UDK Low-Res / Low-Color-Depth Post Process
After my latest toying with UDK I ended up with a post process that simulates low resolution and color depth.
The material allows to define a downsample factor as well as the amount of colors per R,G,B channel. In addition there is a conversion similar to sRGB<->RGB which makes it possible to affect light and dark areas equally by the loss of color.
Note how these screens are at 1600x900px, though the effective resolution is just 1/4 or 1/8 of that.
Material
The material allows to define a downsample factor as well as the amount of colors per R,G,B channel. In addition there is a conversion similar to sRGB<->RGB which makes it possible to affect light and dark areas equally by the loss of color.
Note how these screens are at 1600x900px, though the effective resolution is just 1/4 or 1/8 of that.
Material
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