Hey everyone, I’ve been in this imaginative community for a month now. Sometimes, it feels like home, and you can always find the most convincing solutions. It was with their tireless help that I finally completed my first work, to be frank, it was not a very good one.
In this month, I have gained a lot, and the enthusiasm of many people has shocked me. Their patient and skillful guidance has greatly benefited me (I can’t help but praise these enthusiastic and skilled individuals). It was under their guidance that I stumbled and completed (as a semi-finished product) a piece of work. As I mentioned before, it’s not perfect, there are some flaws and room for improvement.
I have placed this semi-finished product here and hope you can provide appropriate suggestions:
1: Is there any room for improvement in the model
2: What is the next learning plan? (Questions about texture drawing? Teaching or video?)
Here are my model photos:
You can see that my model is not really finished because the specific texture has not been drawn yet. You can take a look at the real picture of this product:
If you are good at these, please do not hesitate to tell me the next learning path, because it is very meaningful to me.
In addition, I wish you a Merry Christmas:smiling_face_with_three_hearts:
You’ve got the geometry solid, which is the most important step in this “unusual thing.” Texturing the various pieces of wood should be straightforward now.
It is – in real life – “a most unusual weapon.” I really have no idea why they designed it that way, “except for show.” (Which does “sell guns!”)
You are going to need to add a wood material to an object with a complex shape. This is a challenge, because you can’t really use an image texture, there would be seams and unrealistic direction changes in the wood grain.
For a job like this, procedural wood materials are the way to go, they can work with a 3D shape and simulate the 3D structure of the wood grain.
Here is a simple one.
Here is a more difficult but better looking one.
I don’t know your exact level of knowledge, so I should explain: there are 2 main types of textures: image and procedural.
Image textures are done with an image file, which you wrap around your model. This is really fast to render, but takes space in memory and has a finite pixel resolution. Also, those textures are 2D, which means you will have texture seams when wrapping them around a 3D model.
Procedural textures are made from pure maths. They have infinite resolution and take almost no storage space. Many of them are also 3D, which allows them to appear completely seamless and continuous on the surface of an object. But, they need to be calculated on the fly during render, which means they are slower to render and they are limited to the patterns you can create with maths.
It is also possible to first create a procedural texture and then convert its result to an image texture. That image texture will contain the frozen result of the maths as it appears on the surface of the object and will fit the exact shape of its 3D model (this process is called texture baking).
I would also add that you can drive procedural textures with images and masks this can be a great resource for “drawing” on a procedurally generating mask. Great as hybrid of hand made and procedural efficiency.
If you haven’t already, first make sure you know about UV unwrapping. That’s going to be needed for most texturing techniques.
Then, you need to understand the basics of texturing and material making. This should give you an overall view of the texturing process in Blender, from simpler to more complicated methods.
Then, once you understand the basics, you can benefit from knowing how to do automatic edge wear and similar procedural effects.
The subject I was referring to is about 1 hr into the blender guru video that @etn249 (thanks etn!) shared. Blender guru is a great resource in general, very approachable.