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Blender and its predecessor Traces were originally developed on an SGI, so here's a tutorial with a bit of history attached.
In eight minutes, you'll learn how to model this logo. I had to bend my brain a bit to figure out how he would do it, but the method is quite simple and I enjoyed watching it.
I think the tutorial is well-made but could use a *little* extra explanation on some points, such as fixing the seam in the end.
Link:
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That's cool I have an Indy myself, though can't seem to get it to work. It was only like $5 so I'm not too disappointed, I think I read somewhere that if the cell battery died in it you're kinda screwed.
It's a great and easy tutorial.. the only bad thing is it can't be downloaded..
@LoMac
What are you talking about?
I was talking about my Silicon Graphics Indy that I have.
Wow, can't believe my video got posted on BlenderNation! Thanks Bart! I was wondering why I had a spike of 1,000 views over night.
@RedBirdiii
Yes, you can download it! There is a "Download" tab to the right of the video. You can download in flash or original .avi (Xvid encoded) file.
Also, you can download the file as well as a High Quality 960×600 file here http://hosted.filefront.com/DukeAndrey
the HQ file is 46MB, roughly 3x the size, but everything is crystal clear :)
@Bart
Yes, I know it was a bit unclear at some parts. It was actually just a test video to get my foot into the tutorial making world. I got a lot of feedback and I'm trying to refine my process. What you saw was 1-shot, unedited, and unscripted footage.
I saw that it was bad in some parts and decided to go ahead and write a script and record in segments. I am working on a few tutorials right now (watching and thinking of) and I hope to remake it to utter perfection!
actually, use the FileFront site for now. I guess Viddler is just having more technical problems (they're still new), because in my Account I set "Who can download your videos: anyone" and when I logged out to see if I could. The download tab wasn't there. I'll notify them of this.
looked good.
except for saying "fress nell" instead of "fray nel" its all good. unfortunately I have a bunch of french optical experts to back me on this one, dont ask me how i know all of them.
oh right, I forgot how those French pronounce things differently. I was just doing the American pronunciation :)
i just say frenzy because i cant pronounce it in either american or french ^.^
English please?
@DukeProtocol
Thanks for the great tutorial and the download link! I'm downloading as I'm typing this..
The non-HD version is downloading OK, but the HD version is barely downloading anything..
Anyone else got that problem?
I used to say 'fress nell', too. :-(
Sorry to be critical but the insides of the corners are a bit flabby which spoils the continuous tube effect.
Maybe do an advanced tutorial where you create the rounded corners by using the Spin command to revolve the end face 90 Degrees (4 steps should do it) around the 3D cursor which is set about 0.5 units away from the inside edge.
PS: You will need to extrude a circle of a least 8 verts (instead of the 4 vert plane) to make it super smooth.
Criticisms are words for improvement :)
I tried adding EdgeSplit and Crease. Those seamed (pun) to narrow down the corner roundedness. That is what you are talking about right?
I tried using the spin command and it didn't work. Maybe I did it wrong.
@ the PS
I did not use a circle for extrusions, I used a cube. And subdividing the cube to 8 verts, even after the subsurf makes the SGI cube look blocky.
Subdividing the cube to 8 verts will make the cube retain more of cubeness when subsurf is applied. I think you really need the circular geometry of a real circle for it to work smoothly. Try…
Delete the default cube.
Go to Front View.
Add > Mesh > Circle > Vertices: 8.
Go to Top View.
Extrude > Only Edges > 2 units (4 times).
Place the 3D cursor 0.5 units to the right of the end verts.
Use Shift S > Cursor-> Grid to get it spot on.
That will be the point that the circles verts will spin around.
Under the Spin Dup button change Steps to 4 (You may want to use more than 4 Steps).
Click on the Spin button (not Spin Dup) to create a 90 degree corner.
Then continue Extruding and Spinning until you are back to the starting verts.
Select all the verts > press W key > Remove Doubles.
That will remove the overlapping 8 verts and make it a continuous tube.
Now apply the Subsurf Modifier and Set Smooth.
I'm no expert, and still learning, so there may be better ways to do this. If there is I would like to know because I need to build a bendy tubular object soon :)
Thank you for the advice on improvements, but I think that the process is way too complicated, with not much of a difference.
A lot of EdgeSpliting and Creasing makes it look tubey.
Each corner and the 2 edge loops that connect to it, crease and mark as sharp. I suggest that you turn on "draw sharp" so you can see which ones you've done and haven't. Add the EdgeSplit modifier, turn off "from Edge Angle", and turn on "From marked as sharp"
If you have subsurf turned on, it should look tubey, and the rounded corners shouldn't be there.
@LoMac
I also got an Indigo2 (Impact 10000) running here, although I didn't use it for a long time because my linux pc is much faster :)
I learned working around with this really pretty machine with the help of the moodindigo forum:
http://www.mood-indigo.org
Take a look around them - it's a german forum generally, but they're very friendly there and also answer in english. It's a forum just for sgi machines.
Regards,
Chris
@DukeProtocol…
I'm confused. Did you try the method I suggested? If you did I can't see why you would think it's too complicated. It's probably quicker than doing lots of Creasing, Edge Marking and Splitting as you suggest. And the difference is significant because you get genuine tubular geometry instead of faking it with cubes and the end result looks like the real logo.
I also don't understand how you can correct your flabby corners and keep a smooth continuous tube by using Edge Splitting and Creasing. Have you actually done it? I only ask beacuase you said "it SHOULD look tubey". I would like to see it done because I couldn't make it work using your suggestion which creates holes where the corner cubes get split from their adjacent tube sections.
Duke? Are you there Duke?
Sorry, but I don't think DukeProtocol's Blender knowledge and commentary are proficient enough to make this tutorial a useful or reliable resource.