Showing posts with label Blender. Show all posts
Showing posts with label Blender. Show all posts

Thursday, June 15, 2023

3D Printed Block of Chain

 

3D Printed chain length


This was a 3D printing test for an articulated chain layout. It used gray UV cure, water washable print resin. The design for the chain is continuous, and already linked together. The pieces are close enough in proximity to get lightly fused, so as to be easily snapped apart after curing. This single level was printed in about 20 minutes. At this particular scale, 1 level made a chain about 60 inches in length. If increased to multiple levels, it could allow a block of chain potentially 100ft long.


Chain strands model layout

Single Level

Unsnapping fused elements

Final released links


Analysis:

The links were heavily fused in this test, likely from overexposure. Printing did come apart without breaking. A few links cracked, and there were chips and pits where the thick material was snapped apart. The links are strong enough to work with for miniature models. 

This trial used no supports and although convenient, there were side effects. The base points fused well, but the base layer thickness created difficulty unsnapping the links. Also the reflectivity of the steel base-plate creates distortion in material exposure of early features.

Overall a successful test with some further tweaks needed to improve the outcome. We will continue with variations of this experiment, maybe with slight layout adjustment and supports. Also find out how it scales.


Next Steps:

  • Adjust exposure time and print settings
  • Support the base layer
  • Test other possible layouts
  • Determine how small it can scale
  • Attempt to add several more levels





Wednesday, June 29, 2022

Dig Site Props

A series of props based on items at an archeological dig site. Work in progress...

Next: Sifting table, dinosaur bone, various unique rocks and gems. (other types of brushes, dirt masks for bucket and other items.)

Dig Site Props

Small Props

Wireframe

Wheelbarrow material mask

Thursday, June 9, 2022

Stairway Railing - Seamless textures

Modular stairwell, railing system. Built in blender. Work in progress.

Various railing segments based on some industrial photo reference. Most important, is segment size, and origin location so the pieces snap together without gaps. After testing, it becomes apparent that more segment sizes are needed for more flexibility. 

Various section sizes and bend types, conforming to metric grid.

Bright Orange Light Scheme


Single Spotlight scene

camera depth of field

Wednesday, June 8, 2022

Modular Pipe System

3d modular pipe system. Created in Blender, imported in Unreal Engine.



Seamless textures applied

Various segments, bends, couplers,
and 3 kinds of valves

plain detail shading


Modular Building

 This 3d modular set based on photos of a historical building established in 1872 as a hotel in Schoolcraft, Michigan. It was turned into a bar and apartments at some point and has been known as "Buds Bar" ever since I have known about it.

This set started with my interest in the amazing colorful peeling brick texture. 

Peeling brick surface.

After researching a bit, it seems this structure had an upper floor and peaked roof with tower. I decided to map out the original construction in this set.

Photo with original façade and upper floor

Historical Illustration

Current building, Mapping out module sizes. 

The stitched photo shows repeating elements that will be needed. Sizes are adapted to a metric grid so it is easy to assemble by using grid snap.

Modules Assembled

Modules assembled, temp textures

Next:
-finish balcony railing
-final texture assembly from photos



Friday, November 5, 2021

Generated Desert Sand

 Idea for generating windblown sand texture in Blender, and Unreal Engine.

I saw some nice sand patterns from a desert photo and it reminded me of the weird type of patterns the Blender Musgrave texture generates. After some experimentation, the results were actually pretty decent. Here are some examples of the setup.

The Musgrave textures are stretched out run, through ramps and blended together, then a Voronoi is used to make variations in the strength of some of the peaks. The Musgraves are also rotated around at different angles, because they tend to reveal repeating lines with larger scale values.

This technique might also help generate some interesting textures to use for panning water normals.

using several blended Musgrave textures input
into a bump, and into normals for baking.
Output Normal map, and Heightmap.
Tweaked to make seamless in Krita.

Shader setup on a plane in UE4


Simple UE4 shader with added color,
and heightmap to modulate roughness.
Blended the normal map with a seamless noise normal
to add some fine grains.

Download Texture Images

Saturday, August 21, 2021

Wednesday, July 7, 2021

Stone Guardian: blender sculpting

Stone Guardian


Work in progress: starting to shape finer details

Textures applied, next to brick walls


Updating: Rewrapped UV,
Painting in detail heightmap.

Blender Noise synthesis Materials

 A few experiments using noise and patterns to generate, non-repeating materials. It is nice for prototyping the surface qualities, and can be baked down into various surface bitmaps.

Geoblocks with some ideas for metal, wood, and stone.
DOWNLOAD SAMPLE BLEND FILE

generated rusty metal surface

Industrial Stairs with variable paint rust.

Simple fabric based on noise and checker.

Brick generator: group nodes to contain color mixers



Cat Climber Materials. Carpet, wood, rope

rough sisal rope mixture



Stone sculpture:
3 different procedural texture variations

Zen garden sculpture:
reference and shader overview

Sunday, April 18, 2021

Virtual Art Gallery 3

 

Beginning layout of virtual art gallery built in Unreal Engine. Currently contains some of my own art in frames. Here are a few photos showing work in progress.

Partitions and lightboxes modeled in Blender
Furniture and lamps were imported from libraries.

Framing and work area. created original floor texture.
Modeled a few quick furniture inspired by Herman Miller.

People for scale, from the "scanned people" library.

framed art attached to prefab partition, decals


Version 3 - UPDATE:
New framed artwork, expanded layout. Many original elements were able to be converted to an Unreal 5 project. A lot of new artwork has been added, to supplement my paintings and drawings. Currently there is no ceiling, expecting to be replaced with a drop ceiling with big fluorescent boxes.

Framing Area

Lounge Area

I was concerned how I was going to pack every inch of this gallery with original, beautiful artwork. I have quite a few nice photos, drawings and paintings, but the collection needs to be much more diverse and engaging. Using AI generated art elements I can make an unlimited number of interesting pieces extremely quickly. Many of the colorful framed works are AI generated from text prompts using "Wombo Dream" web app. 

Overview

Lightbox has emissive material
gives a nice glow.

New area with pillars.

corner area with seating


Storage racks, mostly empty at the moment.


partitions. employee workspace.

the gallery owners desk. not quite enough clutter,
needs more bills envelopes and magazines,
piles of printed out emails. From this angle
you can see the pen and ruler are merged
in a very unrealistic way. will fix.