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Showing posts from July, 2019

Making Hair for a 3D Printed Character

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I've been focusing on making better looking character faces lately, because faces are hard!  Part of that has involved learning to make hair, too.  There are a ton of great tutorials out there for making faces , but most of the tutorials are geared towards visual arts, rather than 3D printing.  For the most part, that's actually fine, as a face for a 3D printed 32mm miniature doesn't need all of the detail that a face for a 3D rendered character would have, but it certainly doesn't hurt to add in extra detail! Hair can be another matter though.  I've read/watched a lot of hair tutorials and there seem to be a few different techniques that are popular. The first is really only useful to visual artists, which is to use the Particle system in Blender to make the hair.  This works great for rendering things on screen because you can make thousands of hairs and then style them as needed, but it doesn't work too well for 3D printing.  I have used versions of th

Making Tentacular Horrors!

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I love making tentacular horrors in Blender.  Through the use of a few relatively simple curves, you can easily make complex, tentacled monsters, which is really fun!  Using this method, a tentacle will be made up of 3 parts: A Circle that defines the cross-section of the tentacle (called the Bevel in blender) A Curve that defines the Taper of the tentacle A Curve that defines the pose of the tentacle First, I like to start with the cross-section circle.  To make this, I just press Shift-A  then go to Curve -> Circle  to make myself a nice round circle.  If we want this tentacle to be malformed in some way, we can edit that circle, but for now, let's just keep it round. Next, I make the taper curve.  You can use either a Bezier Curve or a Nurbs Path for this and I'll bounce back and forth between the two depending on how complex I want the taper to be or just how I feel like manipulating the controls for the curve.  When I'm making a taper for a tentacle, I u