Case Taper

Hi, blenderartists.org! I was at my work the other day and I showed my boss my fun little helicopter video. I told him that my next project would be to take the helicopter on a lap, but he said my next project should be to model production equipment and use the game engine to create interactive training programs. Now that’s some good thinkin there.

…why d’you suppose he’s the boss…?

I’m on my New Year’s holiday time, and I started modeling a generic case taper that I can show him when we come back.

And it sucks. Have we met?


I’m hoping it will shape into something by Monday. Of the thousand things wrong with it; aside from the fact that I’m sure it’s mechanically impossible to have the two horizontal belts just floating in the air like that, or that there are no tape rollers on this case taper, I think the main thing I’m looking for to start is texturing help.

My stainless steel frame isn’t steely enough, the handles on the rollers are supposed to be black plastic, the rollers themselves should be shiny, the white (horizontal) belts are supposed to be white vinyl. The vertical belts are dark maroon vinyl.

Is there some place where they have like a library of common materials and the settings you should adjust to make it happen? Or do you have to just figure it out every time?

There are a couple of good materials libraries out there, I don’t have a link to them though. If you ask in texturing and lighting, I’m sure someone will direct you to them.

Rather than link each one: Materials and Textures section http://quandtum.weebly.com/3d.html

EDIT: otherwise the Blender newbie toolbar has lots of links (I love that toolbar!)

Thanks, Quandtum, for the great resources! That’s exactly what I was looking for.

I’ve been changing it around some…


BlenderNewbieToolbar Daddy

Still kind of messing with it.


It still needs a control box, some sort of mechanism to connect the vertical belts to the handle that controls them, and two tape rolls.

Hey, np. I agree, the toolbar is a must have (it also has RSS feed built in to here too)! Materials are coming along well, it’s starting to take life! Just a tip, when using reflective surfaces, blender’s default blue environment will “paint” things. I suggest if you’re not using HDRI to use neutral grey to get a real sense of the actual reflection (hex 808080). Then you can turn the lights down a smudge and kill some of the hot specular spots. Starting to look good though.

Thank you, and thanks for your help. Can you spot the differences?


I’ma try that background thing right now.

Like this?


Aye, shadows & specular aren’t quite nearly as harsh. You will still want to soften your shadow.

You have looks to be 3 lights. One directly above, one to the left and one slightly to the right. The left & right one, disable the shadows on it (now they become fill lights). The one above, soften the shadow. Right now the shadow is sharp enough it is “distracting” and makes things busy.

Either way, it’s better imho.

The Sherlock Holmes thing was amazing, but dead on, and here are the results!


Hopefully, the next time you hear about this will be in the Game Engine Forum!