Hobbit WIP (Image update - 5/22/04)

This is something I’ve been working on over at the Wings3D forum. It’s my first Wings model; I’ve brought him into Blender to texture and eventually animate(hopefully). I’m totally new to Blender, so I’m sure I’ll be asking lots of questions! :slight_smile:

I think I’m done modeling, but I’m always open to C&C!

Here’s the most current render:

http://users.rcn.com/rmkerr/fullBody_17.jpg

If you checked out the thread over at Wings, you’ll see my wireframes aren’t very legible due to my crappy video card (I assume)

In Blender the wireframe seems to look OK, but the vertices seem to show through. Is their a way to hide the vert display, so I can show a nice clean wireframe?

TIA

EDIT: My web space is scarce, so some of my older images in the thread my disapear, sorry.

You mean, like THIS? :slight_smile:

  • Select your object
  • Click on the Object button (or press F7)
  • Click on the WIRE button
  • Press Z to change the Viewport Shading

There is another way:

You can assign a white (for example) material for your object, duplicate it and scale it up just a little bit. Then, add a Black material (for example) to the duplicated object, and check the WIRE button for this material. Then, render. I prefer this way, but the other is more practical! :smiley:

By the way, you model is really cool! I’m looking forward to see him textured! Very good work!

Yes, exactly like that! :slight_smile:

Unfortunately, Blender seems to refuse to show some of the frontmost edges, as opposed to showing the back edges ala Wings. :frowning: I tried both of your techniques; no luck.

Thanks anyway; I need to replace this card! :<

Unfortunately, Blender seems to refuse to show some of the frontmost edges, as opposed to showing the back edges ala Wings. :frowning: I tried both of your techniques; no luck.

in the edit mesh panel, hit the “slower draw” button. that should solve it.

Note that if your mesh is subsurfed the verts can be below the surface and won’t show. In this case, just unsursuf it for the wire.

There is also a third method, in the object panel (F7) hit the draw extra wire button, your wires will appear in OpenGL views (but not in renders)

Another way: Load a plain white pic onto your faces in the UV editor, and do a screenshot in potato mode,…that will give you something like this: ( modron goes to get url of picture brb! )
ok here’s how that looks. ( actually this is just the same pic loaded onto the faces that I was modelling her from, but you get the idea,…of course you can substitue any picture or pattern )
Oh, and love that hobbit!
http://home.att.net/~yorik/DangerBoy/cookbod1.jpg

Thanks for all the replies folks; I appreciate the help.

Alas none of the solutions were able to make the wires appear properly.

Here’s a composite to show what I’m talking about:

http://users.rcn.com/rmkerr/Picture2.jpg
You can see a few missing edges.

It isn’t too bad with the verts visible; I think this is the best wireframe I can show:

http://users.rcn.com/rmkerr/Picture3.jpg

Thanks again everybody. I’ll try and post some texture updates real soon.

That is due to the optimal mesh sysem Blender seems to employ. The edge lines disappear as your’s have, either use a subsurf level (try simple instead of Calmut.) or enter edit mode to show all.

Cool model, very well done. Looking forward to an anim.

Sonix.

I think the edges which are disappearing are ones I added to clean up my Ngons; the verts probably weren’t tweaked so the faces are flat. I guess they don’t need to be drawn, thus optimizing performance?

Side note: I want to say that I’m impressed and appreciative of the prompt and helpful responses from this community so far! :smiley:

This may work:

-Go to the edit buttons (F9)
-Put the object into edit mode (tab)
-Click the button ‘All Edges’

Badda boom badda bing…and you should have wires in object mode. :smiley:

Edit: Oh, and excellent model by the way.

you can also press the “Slower draw” button in the edit buttons, out of edit mode. However things go back to the way they were if you reload the file or enter and exit edit mode.

Heh, welcome to the wonderful world of elYsiun. :smiley:

Sonix.

First off, welcome to elysiun.

You have a great model here. Excellent work.

BgDM

Fantastic model. Looking forward to see him textured and animated. I think his thumb looks a little strange. His fingernail there seems not very correct. But maybe thats just me… :slight_smile:

Heh, welcome to the wonderful world of elYsiun. :smiley:

Sonix.[/quote]

wella actually, what is blender without elysiun?

Wow, very good modeling, but seem to have a looot of vertex !!

:o

Which forces the question, what is elYsiun without Blender? :smiley:

Sonix.

Thanks for all the comments and encouragements folks.

I finally had a chance to sit down and try to lay out some UVs in Blender; so far my results are not very encouraging at all.

I’ve only ever layed out UVs in Maya and I’ve always hated doing it; I’m having a bit of trouble understanding the UV workflow for Blender. Does anyone have any killer tips?

If I select a group of UV’s in the image window, is their any way for the corresponding verts to become selected in the 3D view? Is their any way to know where a particular UV is located on the mesh in 3D view?

If I’m trying to click select a bunch of faces, and I accidentely deselect them, is their any way to ‘undo’ back?

Is their any way to tell where the UV border edges are within the image window? That would help manually unwrapping all the UVs.

TIA

I’m no expert but I have a few tips.

When working with UVs use ‘Potato’ view mode (ALT+Z) this way you can see the UV on your mesh as you map it.

Split your mesh into sections. Then Load the same image map file for each mesh section and map the relevant faces.

Usual method I use. Hit F to enter face mode, load Face image for UV in another window. With mouse pointer over 3D window, hit U to select UV mapping method. Depending on complexity of model select the mapping method, ‘From window’ will work well for basic shapes.

If you are in ‘Potato’ view mode you will see the UV on your mesh in the 3D window. Press R if you need to rotate the UV texture on the mesh.

Then scale, move the UVs in the Face window to map exactly.

Hope this helps a bit,

Sonix.

Thanks for the reply.

When working with UVs use ‘Potato’ view mode (ALT+Z) this way you can see the UV on your mesh as you map it.

I’m not sure I understand. How does it help unwrapping UVs by having an image mapped? Do you use some kind of generic image? I’m used to unwrapping my UVs and laying them out, then painting the flat UV map in an image editor. Should I be approaching this differently with Blender?

The main problem I’m concerned about is unraveling the UVs so they’re not over-lapping. It seems that if I select UVs indiviually within the image window, I’m actaully grabbing one of 4 UVs which represent a vertex; I can’t grab them as a group to move them around.

It also seems impossible to tell if UVs are overlapping since theirs no indication of where the borders are.

I feel like I’m complaining; sorry about that. I’ve seen plenty of great texturing work done in Blender, so I know its possible to map UVs! :o

Alot of people use a colour test grid first. Check this texture tutorial thread posted by Landis https://blenderartists.org/forum/viewtopic.php?t=11889&highlight=texture

This should help you out where I can not.

As for moving more than one UV point in the UV mapping window, B key select and A work as they do in the 3D windows.

Sonix.