© Ezra Thess Mendoza Guevarra 2020
E. T. Mendoza GuevarraCreating Game Environments in Blender 3Dhttps://doi.org/10.1007/978-1-4842-6174-3_2

2. Let’s Create!

Ezra Thess Mendoza Guevarra1 
(1)
Laguna, Philippines
 

Good day, dear readers! Now we’re here at Chapter 2 of our book. This chapter covers the topics related to modeling tools and features of Blender. I’ll also be discussing a bit about some basic stuff for beginners of Blender so they can follow along without difficulty.

So, let’s get started!

Blender Preferences

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig1_HTML.jpg
Figure 2-1

Blender 2.82: Layout Workspace(Red:Tool Setting; Yellow:3D viewport, Orange:Properties;Green: Outliner)

In Blender 2.80, the default color of the interface is dark with colored icons; and for Blender 2.82 (Figure 2-1), the color is light gray. But don’t worry, guys! If you want to use the theme from 2.80 instead of 2.82, you can just go to edit ➤ preferences ➤ themes ➤ and go to the select menu, as shown in Figure 2-2, and choose Blender Dark.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig2_HTML.jpg
Figure 2-2

Blender Preferences

This Blender Preference appears as a new small window after you click preference in the edit menu. You can also add your own edited theme here by clicking the plus icon beside the select menu and deleting an existing theme by clicking the minus icon.

Now let’s discuss one of the basic things that we need to review before digging into an advanced lesson: workspaces.

Workspaces

Workspaces are essentially predefined window layouts. You can also create your own workspaces by clicking the plus icon beside the sculpting workspace tab. Workspaces help you create your project with ease since they are already set up for different projects like modeling, animating, sculpting, texturing, shading, rendering, etc. For this chapter, since our focus will be on modeling, I will discuss the layout workspace and modeling workspace, which are both helpful in modeling aspects.

Take a look at Figures 2-3 and 2-4 to see the look of layout workspace and modeling workspace.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig3_HTML.jpg
Figure 2-3

Layout Workspace

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig4_HTML.jpg
Figure 2-4

Modeling Workspace

You can see that I put a rectangle in the four parts of both workspaces. These four parts will be used the most so I want to at least give you an overview of these four. The first one, the one in the yellow rectangle, is the select menu for modes. These modes change the setup of the 3D viewport (the large area where you saw your object), to help you easily apply your ideas. The one in the red rectangle is the toolbox where, of course, your main tools can be found. We will discuss more about it soon so just sit tight. The one in the blue rectangle is the outliner where you can see your objects listed. You can change their names through the outliner or even delete the object, just like how you can change your layer name or delete your layer in Photoshop. I’m sure you know how to use Photoshop. What? You don’t know? Okay then, as you can see, beside the orange icon, there are names like cube, camera, and light, right? If you double-click it using the left mouse button (or left touch pad button for laptop users), you will see the name highlighted, a sign that you can already change its name. If you do a right-click using your mouse button (or right touch pad button for laptop users), a drop menu will pop up that contains a selection for copying or deleting the selected object.

You can also hide the object in the viewport by toggling the eye icon beside the name. You also hide it in the rendering process by toggling the camera icon, which by default isn’t enabled in outliner. You can enable it in the filter select menu, which is beside the search menu that can be found at the top part of the outliner.

By default, some parts of the outliner can’t be seen – the same with others like the toolbox and properties windows. You can adjust it by placing your cursor in the side (not in the edge) and dragging it.

Now we have two things needed in order to proceed in modeling: our 3D objects and our 3D modeling toolbox (I’m talking about the features of software specific to modeling stuff). Let’s start by discussing the objects.

The Objects

First of all, we need to know the objects present before we start modeling. There’s a lot of different types of objects in Blender, and not all of them can be edited for modeling. Objects have their own purposes, just like a paper and a pen. Some of them are just for creating a scene, like the lights and camera.

Let’s discuss the types of objects that Blender has so we will know its limits and capabilities; but before that, there are two ways of adding objects. The first way is to go to add menu ➤ and choose from the listed objects, and the other way is to hold Shift + A and choose from the listed options.

Mesh Objects

Take a look at Figures 2-5 and 2-6 so you can see the list of mesh objects.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig5_HTML.jpg
Figure 2-5

From the top left: Circle, Plane, Cube, and Grid

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig6_HTML.jpg
Figure 2-6

From the top left: Cone, Icosphere, Cylinder, Monkey, Sphere, Torus

What we have here are the following: Circle, Plane, Cube, Grid, Cone, Icosphere, Cylinder, Monkey or previously called Suzanne, Sphere, and Torus.

For our object circle, you can notice that when you look at it in object mode, it looks like just a thin circle line, which is similar to curve objects; but when you look it in edit mode, what you can see are vertices or dots, connecting a line or called edges, to form a circle.

This is how mesh objects are composed. Meshes are composed of vertices, which are the dots highlighted in orange that you can see in the edit mode, edges are the lines that form a face and faces, which are a the triangles or squares that form a mesh object.

In the case of a circle mesh object, it only has vertices and edges.

You can also notice that the plane and the grid have the same look when you view it in the object mode, but you can see its difference in edit mode.

Grid mesh object , unlike plane, is already divided in nine columns and nine rows. It was like a subdivided plane, ready for some basic modeling, like modeling a leaf.

So, what are the object mode and edit mode? Blender has six modes available for mesh objects that can help you ease your modeling process: Object mode, Edit mode, Sculpt mode, Vertex Paint, Weight, Paint, and Texture Paint. In object mode, you can do general modeling like scaling the object and rotating while in edit mode, you can do more modeling like transforming a mesh object from its ordinary form to another form. Take a look at Figure 2-7 to see an example of the differences between these two modes in their functions.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig7_HTML.jpg
Figure 2-7

Scaling Object mode and Edit mode

I use both of the Z-axes in scaling the cube. As you can see in our example in Figure 2-8, when you transform an object in object mode, you transform an object as a whole, but when you transform an object in edit mode, you do it by parts of an object (like vertices, edges, and faces).
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig8_HTML.jpg
Figure 2-8

List of Curve Objects

I’d like to note that these modes are not only for mesh objects. They are also available in other objects, and other objects like armatures have their own modes.

Now let’s proceed to other objects.

Curve Objects

Curve objects are defined by control points and have two modes: object mode and edit mode. Take a look at Figure 2-8 to see the list of these types of objects.

As you can see in Figure 2-8, the circle in curve objects is the same in circle that you can see in mesh objects when you view it in object mode. You can also notice that the circle and nurbs circle here in curve objects look the same in object mode, but you can see its difference in edit mode, how its control points have been structured. It’s the same for the path. You might notice that in object mode, it looks like just a thin line but in edit mode, you can already notice its control points.

Take a look at Figure 2-9 to see how the control points of the curve objects work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig9_HTML.jpg
Figure 2-9

Nurbs Circle transformed into heart shape

Control points can help you easily transform the curve objects into the shapes you want to create, curve objects especially can be converted to mesh objects by the following steps:

In object mode, left-click (or right-click if your default was changed to right-click) on the curve object or in any space in the 3D viewport like you see in Figure 2-10.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig10_HTML.jpg
Figure 2-10

Object Context Menu (Yellow rectangle: 3D viewport)

Then, click the convert to mesh and you will see a change of icon in the outliner, which you can see at the top-right corner of your window, which will indicate that your curve object already converted to a mesh object. Take a look at Figure 2-11 to see these icons.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig11_HTML.jpg
Figure 2-11

Convert to Mesh Icon in Outliner

For some, a curve object cannot easily seen in the viewport under object mode because it was just like a thin line. But when you go to the edit mode, you can see vertices that represents the curve object that currently active and you can modify it at the same time, as you can see in Figure 2-12.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig12_HTML.jpg
Figure 2-12

Modifying the Mesh converted from Curve object

So, from edit mode, I press “A” to highlight all the vertices of the object and extrude it by pressing E in the keyboard. You can also highlight the vertices/edges/faces/objects by clicking the Select Box, Select Circle, or Select Lasso from the toolbar as you can see in Figure 2-13.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig13_HTML.jpg
Figure 2-13

Select Tools

You can find these tools in both object and edit modes. In order for you to see these drop-downs, you need to hold click on the Select icon as shown in Figure 2-13. You can also access these tools by its shortcut keys: press B for Select Box, C for Select Circle, and L for Select Lasso.

We have different extruding tools in Blender, but we will discuss them separately. For now, let’s focus on the objects.

Let’s now proceed to surface objects.

Surface Objects

Surface objects are also defined by control points and only have two modes: object and edit, but when it comes to its control points, their effect is quite different than in the curve objects. Surface objects have a few options and tools for editing too, unlike the curve objects. Take a look at Figure 2-14 to see the list of these object types.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig14_HTML.jpg
Figure 2-14

List of Surface Objects

Just like the curve objects, you can convert the surface object to a mesh object in object mode by going to Object menuConvert toMesh from Curve/Meta/Surf/Text. Now, take a look at Figures 2-15 and 2-16 in order to see how you can modify a surface object.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig15_HTML.jpg
Figure 2-15

Nurbs Surface in Edit Mode (Layout Workspace)

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig16_HTML.jpg
Figure 2-16

Nurbs Surface modified

As you can see in Figure 2-16, I modify the Nurbs surface by simply toggling something from the properties, which is the one in the yellow rectangle. In the case of Nurbs surface, I toggle Cyclic U in the object data panel for the surface to be closed. The U and the V indicated axes for 2D objects like surfaces so you can control them independently. Take a look at Figure 2-17 to see a basic example of what we can do with a surface object.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig17_HTML.jpg
Figure 2-17

Nurbs Surface sample output after modified

You might wonder how come in Figure 2-17, I have many segments or control points in the edit mode compared to previous figures. During the process, I subdivide the segments by going to Segments menuSubdivide, and it will subdivide the current selected segment/s. What I do to accomplish the abstract model is just by subdividing the segments three times and then scaling and moving the control points.

So now, let’s proceed to the next type of object, which is the metaball.

Metaballs Objects

A metaball, in my opinion, is quite complicated to use. The moment the two metaballs touch or get close to each other, they merge. Unlike our previous examples, metaballs are not defined by vertices (unlike meshes) and not by control points (unlike surfaces and curves). They are defined by a mathematical formula that is calculated by Blender. You can turn this to a mesh object, just like curve and surface, by going to Object MenuConvert ToMesh from Meta/Curve/Surf/Text. Metaballs have two modes: object mode and edit mode.

Figure 2-18 shows a list of metaballs.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig18_HTML.jpg
Figure 2-18

List of Metaballs

As you can notice, when in object mode, you can see one ring around the metaballs; while in edit mode, you can see two rings except in cube. You cannot see a ring, whether you’re in object mode or in edit mode. Well, when it comes to cube, its ring is hidden unless you edit something in edit mode, and then you will see these two rings appear. Okay. What are these rings for?

The ring that you can see in the object mode and the outside ring in the edit mode are called selection rings while the inner ring in the edit mode is called influence, which has direct control of the metaball’s stiffness.

You can also use metaballs for modeling like to form an initial shape of your model, streams, or water droplets.

Since metaballs can easily merge or blend to each other, they often work as a family of objects or groups. When it comes to this, you must know that there are already two or three metas (shortcut for metaball) merged together; the base meta is the one who determines the transformation, and resolution has the materials and textures or acts like a parent for the other metas. In order to determine which is the base meta, the one in which its object name is without a number, for example, we have the following: Mball, Mball.001, Mball.002; Mball is the base meta of the metaballs.

In order for me to explain more about metaballs, take a look at Figures 2-19 and 2-20.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig19_HTML.jpg
Figure 2-19

Adding the first metaball

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig20_HTML.jpg
Figure 2-20

Adding the next metaball

You can notice that in our outliner, the first meta has the name Mball.

As you can see, after I add the next meta named Mball.001 and make the two touch each other, when I select the base meta, which is the Mball, it selected the one present in our 3D viewport. But you might also notice that it didn’t highlight the selection ring for the other meta. Let’s try to delete the selected one and see in Figure 2-21 what will happen.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig21_HTML.jpg
Figure 2-21

Deleted the Mball and the remaining Mball.001

Eh? What happened? Mball.001 remained with only a ring? Now, take a look at Figure 2-22 for more about this.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig22_HTML.jpg
Figure 2-22

Added new metaball

As I add a new metaball while the ring is in there, you can see that it automatically adds two metaballs. You can think of the rings around the metaballs as a container. If you want to delete the metas because you want to make some changes but you want to add them again, with the same number, just leave the rings there and add metaballs and voila! You will add a number of metaballs easily.

Now, let’s move on to the next object, which is the Text object.

Text Objects

Text objects are objects in Blender to create text. They have two modes: object mode and the edit mode. You can edit the default text of this object in the edit mode only. You can turn this object to mesh just like the curve, surface, and metaballs by going to Object MenuConvert ToMesh from Meta/Curve/Surf/Text and convert this to a curve object by going to Object MenuConvert ToCurve from Mesh/Text.

Take a look at Figure 2-23 to see the actual view of a text object.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig23_HTML.jpg
Figure 2-23

Text Object viewed in two modes

The one inside the red rectangle is the cursor, just like when you are typing in a regular document. In editing its fonts, I do it in the object data panel that can be found in the properties section.

Now, let’s proceed to the next object, which are the grease pencil objects.

Grease Pencil Objects

These are objects that can help you for your 2D ideas. Yes, 2D since you can already create a 2D scene or 2D animation in Blender. But depending on you, you can also use this for character modeling or even in designing game assets or game environments. These objects serve as a container of strokes that allow you to draw in a 3D space. These objects have five modes: Object mode, Edit mode, Sculpt mode, Draw mode, and Weight Paint mode.

Take a look at Figure 2-24 to see the list of grease pencil objects.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig24_HTML.jpg
Figure 2-24

List of Grease Pencil Objects

In empty object, if you look at it in both object mode and edit mode, by default, you can see it as literally an empty object. It shows our definition of a grease pencil, an object that serves as a container for strokes since when you go to draw mode and draw something on it, that’s the time you can see something in the empty object unlike in the stroke object and monkey object. But wait, if you notice in Figure 2-24, for the stroke and monkey, you can see a line inside the black stroke of the two objects.

Let’s take a closer look at the line in Figure 2-25, by using edit mode.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig25_HTML.jpg
Figure 2-25

Closer look at Stroke object in edit mode

As you can see in Figure 2-25, the line that is in the black strokes are the points, well, not vertices since this is not yet a mesh, and these points help to modify the strokes. See an example of it in Figure 2-26.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig26_HTML.jpg
Figure 2-26

Modifying Monkey object

As you can see in Figure 2-26, I modify the monkey object using the transform tool. I just modify its eyebrow by moving and rotating it, and the same with its mouth. Also, I transform its mouth and eyes by scaling them. But the most important thing is that I’m able to transform it by selecting the points. You cannot transform parts without the points like the forehead in the monkey. Okay, for a better explanation, take a look at Figure 2-27.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig27_HTML.jpg
Figure 2-27

Extruding Monkey object

As you can see in Figure 2-27, the ones that have been extruded are those in the sides because they were the ones with the points. The one in the middle, or the orange one, are a fill color for monkey that can be found in the object data panel under the properties section.

Okay. Let’s now proceed to the next object, which is the armature.

Armature Object

Armatures are for characters. You used it for posing and of course for creating animation. These objects have three modes: object mode, edit mode, and pose mode. Take a look at Figure 2-28 to see how this object looks.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig28_HTML.jpg
Figure 2-28

Armature object

You can only use this object for making poses animation. Games have characters. If you want to create your character and be the one to rig it, or have the bones for its animation, you can learn more about this armature object. Its tools lie mostly in pose mode and in the object Data panel under properties. It has a few tools in edit mode like extruding the bone.

Take a look at Figure 2-29 to see some basic modifications for the armature.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig29_HTML.jpg
Figure 2-29

Basic modification for Armature object

As you can see, I just simply use extrude and the minimum of the rotate tool for modifying the armature or the bones. And yes, its shape is just like that.

Let’s now proceed to the next object, which is the lattice.

Lattice Object

Lattice objects only have object mode and edit mode. They have only basic editing tools. Then, what is the use of this object?

Lattice consists of a three-dimensional non-renderable grid of vertices, and its main use is to apply a deformation to the object it controls with a lattice modifier. The lattice should be scaled and moved to fit around your object in object mode. Take a look at Figure 2-30 to see how the lattice object looks and how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig30_HTML.jpg
Figure 2-30

Lattice and how it works

There aren’t many available tools for editing or modifying lattice objects. Okay. You may ask, if this is for editing an existing object such as meshes, curves, surfaces, texts, and particles, why not just directly edit or modify those objects in edit mode instead of using the lattice? Well, here’s a reason you will consider using this. If your mesh object already has many vertices, it will be hard for you to modify it, especially if you only want to modify just a part of it. So here is the lattice to help you just select the part of that mesh and modify it smoothly. It can also allow you to edit multiple objects in a scene since objects are allowed to use the same lattice. It’s just like a container.

So now, let’s proceed to the next object, which is the empty object.

Empty Objects

Empties. Literally empty objects but they have a purpose. They might have no volume and surfaces, and just a single coordinate point with no geometry, but they have their own uses. Depending on the empty object characteristics, they have their own purposes. Some of them are useful for animation while some are useful for reference.

Empties can serve as transform handles too. They can also be parented to other objects, which gives you the ability to control a group of objects easily. They can be used as a target for constraints like bone. Lastly, they can also be used in an array modifier to help you move only one object by using this as the offset and to other modifiers like mirror, wave, displace, etc.

Don’t forget: since they don’t have volume or surfaces to edit on, they only have the object mode.

Take a look at Figure 2-31 to see the list of empty objects.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig31_HTML.jpg
Figure 2-31

List of Empty Objects

So, how do each of these empty objects work? Let’s take a look in Figures 2-32 and 2-33 to see how empty objects work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig32_HTML.jpg
Figure 2-32

Image Empty Object works

../images/494376_1_En_2_Chapter/494376_1_En_2_Fig33_HTML.jpg
Figure 2-33

Plain Axes Empty works

I add the image by first adding an empty image, then going to the Object Data panel in PropertiesImageOpen.

I used an array modifier for this example. I add the array modifier in the cube, then set it to empty in the object offset as you can see in number 3. As you can see in our example, in numbers 4 and 5, the plain axes affect the size of the added cube from the array modifier. As I scale the plain axes, the cube also scales down.

Plain axes, arrows, single arrows, circles, cubes, spheres, and cones are all empties that can be used in arrays, constraints, animations, and objects parenting. Their only difference is the effect on the base on their structure or how it can help you make your project easier than the other one. For example, the arrows can help you create a 360-degree camera effect easily by parenting an object to it, then animating the empty itself.

Note that you can drag and drop images into the scene to get these references into Blender.

There is another object next to empty, which is image, but it acts exactly like image empty so I will skip it and go to the next one, light objects.

Light and Light Probe Objects

As its name suggest, light objects give light to the scene. On one hand, we only have object mode for this type of object, and you can only edit some basic data from it through the object data panel in the properties, though you can do some scaling, moving, and rotating too. Light probes, on the other hand, record lighting information locally to light the scene using indirect lighting. Eevee used them as support objects.

Take a look at Figure 2-34 to see the list of light objects to see how they work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig34_HTML.jpg
Figure 2-34

List of Light objects and how they work

You can see in Figure 2-34 how these light objects differ from each other by their effects. Not only that, they also differ when it comes to the strength of their light. For example, if you gave a sun light 10 watts (you can do this in PropertiesObject Data Panelunder SunStrength), the output is too bright; but if you gave that value of strength to area, you will not see its effect – just like our example in Figure 2-35.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig35_HTML.jpg
Figure 2-35

Area Light vs. Sun Light

This is because the sun lamp has a multiplier to account for the distance of the actual sun from the Earth and since the lighting system, especially in cycles, is physically accurate, you’d have to set the sun lamp to more than 1,000,000 and place it hundreds of thousands of miles away in the 3D world for it to be accurate.

Now let’s take a look at Figure 2-36 to see a list of light probe objects.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig36_HTML.jpg
Figure 2-36

List of Light Probes

Light probes are made for Eevee engines and more for photorealistic rendering. Reflection planes are for flat surfaces like mirrors. They calculate reflection maps for reflective surfaces. Reflection cubemap is similar to reflection plane but for curving shapes like sphere and cubes. Though Eevee already has screen space reflection to do the task, these objects can help in some case scenarios since screen space reflections have its limits too. Irradiance volume acts differently. It calculates indirect lighting and shadows rather than reflection.

Take a look at Figure 2-37 to see how reflection cubemap works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig37_HTML.jpg
Figure 2-37

Reflection Cubemap at work

First stop, I make the material for the sphere a glass or a reflective one by setting its roughness to 0, transmission to 1, and changing its color to white in the material panel in properties. You can also do this in the node editor. Next, I select the sphere by holding Shift + S, so the shortcut for selection for the snapping will appear, and choose Cursor to Selected. Then, I add the reflection cubemap by pressing Shift + A, then go to Light Probe ➤ Reflection Cubemap. The result will not appear right away. You need to bake the cubemap by going to Render Properties Panel in Properties Editor ➤ Indirect Lightning ➤ Bake Cubemap only as you can see in Figure 2-38.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig38_HTML.jpg
Figure 2-38

Render Panel ➤ Indirect Lighting ➤ Bake Cubemap Only

Take a look at Figure 2-39 to see how the reflection plane works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig39_HTML.jpg
Figure 2-39

Reflection Plane at work

Its process is the same as reflection cubemap. You need to bake it in the indirect light section in the render properties panel at the properties editor to make it work, but there’s a little difference. If in the reflection cubemap, you will turn the color of your mesh to white, here you will darken the color of your mesh to make it look like a mirror. Since the concept of a mirror is a transparent glass covered by something darker at its other side, you will make your mesh color darker. Even though I already baked my reflection plane, nothing appears on the first picture. In order for me to be able to see the effect, I need to adjust its scope by adjusting the value of its distance in Properties ➤ Object Data ➤ Probe ➤ Distance as you can see in Figure 2-40.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig40_HTML.jpg
Figure 2-40

Object Data Panel ➤ Probe ➤ Distance

Before we proceed to the next object, let’s see how the irradiance volume works in Figure 2-41.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig41_HTML.jpg
Figure 2-41

Irradiance Volume at work

In this example, I used a spotlight to be the source light with 50,000 watts. You can see in Figure 2-41 that irradiance volume gives a softer look at your scene compared to the one without irradiance volume. You can notice the changes, especially in the shadow, and how brighter the scene becomes. It calculates all of the light paths and the reason it looks softer and brighter is that it takes bounce lighting into account, which Eevee doesn’t naturally do.

I’d like to note that this is for Eevee engine only!

Now, let’s proceed to our next objects, which are the camera and speaker.

Camera and Speaker Objects

Camera is for capturing the scene you created for rendering purposes. For modeling, you can take it also as an object to help you see if your objects are in their right place. For animation, of course it has a vital role. You cannot create an animation (just like a film or movie) without a camera.

Speaker is for audio, obviously. It provides sounds in the 3D viewport.

Both the camera and speaker only have an object mode. Camera, by default, has already been set once you open your Blender or a new Blend file.

Figure 2-42 shows how these look.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig42_HTML.jpg
Figure 2-42

Camera and Speaker

What’s left now are the objects related to Force Field Objects, which are Force, Wind, Vortex, Magnetic, Harmonic, Charge, Lennard-Jones, Texture, Curve Guide, Boid, Turbulence, Drag, and Smoke Flow, but I decided not to discuss much of it since they are more for animations and simulations, and it takes more pages to discuss these objects effectively.

Now, we’re already done in our introduction and we’ll proceed to our main dish, which is about the modeling tools, which can be found in modeling workspace; and features of Blender that can help you create a game asset or game environment. I’ll be discussing this along with a sample project so it will be more fun for everyone. After all, examples are great ways of teaching.

Modeling Specific Tools

Blenders have tools that you can use even you’re doing things like sculpting, texturing, UV mapping, or just simply layout. There are also tools that are specific in those things. In this part, we’ll be focusing more on the specific modeling tools for modeling.

Take a look at Figure 2-43 to see the toolbar for modeling workspace, which you can also see in edit mode.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig43_HTML.jpg
Figure 2-43

Toolbar for Modeling workspace (General: Red; Modeling Specific: Yellow)

The toolbar for modeling workspace has six general tools (I just called it general tools) and twelve modeling specific tools, based on icons present. Yes, there are more tools in it. As you can see in Figure 2-43, there are small triangles beside the icons of some tools. This means there are other tools hidden in it. So, let’s now start discussing these modeling tools.

Extrude Region

Extrude region tool, which you can use by holding shift + spacebar + E in your keyboard, is used to extrude freely in any axis, whether there are vertices, edges, or faces. Take a look at Figure 2-44 to see it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig44_HTML.jpg
Figure 2-44

Extrude Region at work

There are two things that I’d like to point out in this tool: the plus and the white circle around the plus. Okay. Let’s start with the white circle. When you select something to extrude, like, as for our example, the face, the plus and the white circle will automatically appear as an indicator that you can already extrude that part. When you place your cursor in the white circle, you will extrude in a different axis where the plus sign is facing just like you can see in Figure 2-44 in numbers 5 and 6. It changes the direction of your extruding. Now, let’s talk about the plus. When you click and drag using the plus mark, you will extrude that part in the axis where it was pointing. If you wonder what is the basis of the plus mark, it follows the facing of the normals of your objects. Take a look at Figure 2-45 for you to know how to enable seeing the normals of your objects and to see how it works together with the extrude tool.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig45_HTML.jpg
Figure 2-45

Enabling Normals

Let’s now discuss the tool that you can see together with extrude region. When you click the triangle, you will see a drop-down menu with a list of four tools including the extrude region. The other three are extrude along normals, extrude individual, and extrude to cursor. Let’s start with extrude along normals.

Extrude Along Normals

This tool will only extrude along the axis facing by the normals of the selected part to be extruded. Unlike the extrude region, there is no option of being redirected. Take a look at Figure 2-46 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig46_HTML.jpg
Figure 2-46

Extrude Along Normals tool at work

You can see in images 3, 4, 5, and 6 that after I select the two faces, they extrude together. You can also notice that the arrow in image 4 looks like it is in the center. This is because in extrude along normals, its computation for extruding is based on the selected elements’ local normals. You will understand this more after discussing the next tool, which is the extrude individual where the output is opposite to this tool. This tool has a shortcut key of Shift + Spacebar + 9.

Note that if you press Shift+ Spacebar + 9 all in a quick succession, it will actually enable the tool push and pull, but if you press Shift + Spacebar and then pause for the menu and press 9, it will take you to extrude along normals.

Extrude Individual

As I said above, its output is opposite of the extrude along normals. It extrudes each individual face along its normal. Yes, only for faces. Not for vertices, not for edges. And this can also access by holding Shift + Spacebar + 0. Take a look at Figure 2-47 to see how this tool works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig47_HTML.jpg
Figure 2-47

Extrude Individual tool at work

As you can see, at first, if you only select one face, it looks similar with extrude along normals; but if you select more than one, that’s the time you can see its difference. This is because, as its name suggested, it extrudes individually.

Extrude to Cursor

This tool extrudes vertices, edges, or even faces toward where your cursor is or where you click your cursor. Take a look at Figure 2-48 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig48_HTML.jpg
Figure 2-48

Extrude Individual tool at work

You notice that the duplicate or extruded part is located at the place where your cursor is. Okay. I guess this can be used if you want to create a small object with some base mesh, but you don’t want to use the particle system and you just want to randomly spread it in the scene. That’s what I’m actually thinking when I want to give an example on how this tool works. You can use it, too, for getting rough forms for modeling and sculpting, like for body shapes or hair. You can select a group of faces and then just click away, and it can help get organic shapes using some scaling and grabbing or rotovating. Also, this tool is one of the few tools that doesn’t have settings.

Inset Faces

This tool inserts new faces to selected faces. For this tool, even you are able to select edges, unless it doesn’t form a face, it will not work. For example, if you just select three edges, this will not work since four edges are equivalent to one face. Okay, take a look at Figure 2-49 to see how this tool works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig49_HTML.jpg
Figure 2-49

Inset Face tool at work

In order to achieve this kind of output, after you select the place you want to have your new face inserted, you need to first click the yellow arrow, or press I in the keyboard, and drag it to the center.

Bevel

This tool cuts the edges to create a bevel effect to your objects. Unlike inset, this works with vertices, edges, and faces. Take a look at Figure 2-50 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig50_HTML.jpg
Figure 2-50

Bevel tool at work

This tool helps smooth the edges of your object, which is necessary for a realistic look since we all know is that there is no perfect cube or rectangle in real life.

Loop Cut

This tool cuts the mesh with a loop. You can also slide the loop before you make the cut. Take a look at Figure 2-51 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig51_HTML.jpg
Figure 2-51

Loop cut tool at work

Once you choose the loop cut tool , whenever you position your cursor in the mesh, the loop will already position itself where your cursor is, just like in image 1. Just like in image 2, when you want to slide the loop before you make the cut, you need to drag it by holding the left mouse button. Note that when you drag the loop, it will only be dragged between the two cuts where it was located so before you slide the loop, make sure you already positioned it in the place where you wanted it to be placed. Also, as you can see in image 2, when you slide the loop, you will see a black arrow with two heads facing both sides. This indicates that the loop is being dragged, and also this arrow shows which direction the loop can slide on.

Just like extrude, there is another tool that can be seen together with loop cut. It is the offset edge loop cut.

Offset Edge Loop Cut

This tool is dependent. Yes. Dependent with loop cut. It will not work without a loop cut. As its name suggested, it offsets the edge loop slide. What it does is when you already have a loop cut, it will create a loop cut from a loop cut. Not that clear? Okay. Here’s a visual representation. Take a look at Figure 2-52.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig52_HTML.jpg
Figure 2-52

Offset Edge Loop cut tool at work

Based on Figure 2-52, we can say that these tools make the loop cutting easier. Since as I mentioned earlier, in loop cut, when you already choose to slide a loop, it will only slide in between two cuts. So, if you want to have a cut in the opposite side, you need to make another loop. As you can see here, in images 2 and 3, when we already drag the loop from the center, it creates two loop, where one is one going to the top side and one to the bottom side. And because these two loops are dragged together, at the same time, they are the same sizes.

Knife Tool

Of course, the knife tool is used to cut mesh. You can say it is applicable if you want to add vertices or edges randomly or the way you just wanted to. Take a look at Figure 2-53 to see how it works in actual use.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig53_HTML.jpg
Figure 2-53

Knife tool at work

When you activate the knife tool, your cursor will turn into a knife, just like in image 1. When you start slicing your mesh, unless you press enter, just like you can see in image 2, the slicing will not stop.

Bisect Tool

Together with the knife tool is the bisect tool . For this tool, you need either edges or faces to be selected. Yes, this is not applicable if you only have like one vertex selected. Take a look at Figure 2-54 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig54_HTML.jpg
Figure 2-54

Bisect tool at work

Image 1 in Figure 2-54 shows the error you will encounter when you just select one vertex and use the bisect tool. When you use this tool, first you will select the part where you want to bisect and then select the portion or part by holding and dragging your cursor just like you can see in image 3. You can notice from images 4–6 that there is this yellow arrow and a blue circle around it. The yellow arrow helps you slide the loops or edges created by the bisect tool, and the circle helps you change the position by rotating it.

Poly Build Tool

In version 2.80, you just need to click and create three to four vertices, and then press the F key to create a face using Poly Build tool. In version 2.82, which I’m currently using for this book, what we have for this tool is that you need to at least have a mesh object, and the easiest one is a plane, then click one edge of it and drag it out. After you drag it out, it will form a new face. But wait, there is also an indicator when you can drag it out and form a new face. Take a look at Figure 2-55 to see how the new setup for the Poly build tool works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig55_HTML.jpg
Figure 2-55

Poly build tool at work

The blue color in the edge that you can see in Figure 2-55 indicates that you can already drag it and create a new face. I’d like to note that this tool is more for retopology.

Spin Tool

This tool extrudes selected vertices in a circle around the cursor indicated in the viewport. To use this tool, you must at least have an existing vertex or vertices that it can extrude. Take a look at Figure 2-56 to see how it works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig56_HTML.jpg
Figure 2-56

Spin tool at work

The blue curve with the plus sign at the endpoint of it is used to spin your selected elements. What you can see in image 2, the gray circle that surrounds the sphere, indicates the spinning you are currently doing. After you’ve done the extruding and spinning, two arrows will show: a green one; and a red one, which you can use to move the extruded part created by the spin tool. The red arrow is for the X-axis and the green arrow, of course, is for the Y-axis.

Spin Duplicates

Spin duplicates is the same as with Spin tool. It also have a blue curve that you use for spinning and a gray circle that when you do the spinning, shows the green and red arrows after you’ve done extruding and spinning, and it also has the same output. So, what makes it different? It duplicates the data of the main objects or elements. There is no figure for this one since the output will be the same as the spin tool.

Smooth Tool and Randomize Tool

The smooth tool flattens angles of the selected vertices. You can see a yellow arrow to selected elements when you use it. You can say this is more useful when you already have many vertices and you want to make your object smoother.

The randomize tool, as its name suggests, randomly arranges selected vertices. Just like the smooth tool, it also has the yellow arrow to a selected element when you use it.

Take a look at Figure 2-57 to see how these two tools work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig57_HTML.jpg
Figure 2-57

Smooth and Randomize tools at work

You can see in Figure 2-57 how the smooth tool changes the mesh object from having rough edges to a mesh object with smooth edges. With the randomize tool, you can see how it randomly scaled out the face selected.

Edge Slide Tool and Vertex Slide Tool

The edge slide and vertex slide have the same function and settings. The difference is that the edge slide, as its name suggests, affects the edge; while the vertex slide affects the vertex. So let’s take a look at Figure 2-58 to see how these two tools work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig58_HTML.jpg
Figure 2-58

Edge Slide and Vertex Slide tools at work

As you can see in Figure 2-58, they have the same output and same function, but as you can clearly see, even though I selected an edge to slide for the vertex slide tool, it shows how it affects the vertex by showing the previous position of the vertices that have been dragged.

Shrink/Flatten Tool

This tool simply shrinks or flattens the elements along the direction of the normal. It is like the transform tool, which is part of the general tool, since when you select just a face and apply it, it looks like you’re just moving the face; but when you select the whole mesh, it appears like you are scaling the whole mesh. The transform tool can scale, move, and rotate an object. In my opinion, the difference between the transform tool and the shrink/flatten tool, aside from shrinking/flattening can’t rotate any elements; it is specific to modeling unlike the other one. However, the transform tool can be used in other workspaces. Another difference between the shrink/flatten tool and transform tool is its settings. It has a proportional falloff option and offset.

Push/Pull Tool

If the shrink/flatten tool is like the move tool, the push/pull tool is like the scale tool. It pushes or pulls the selected elements. It also has the same settings as the shrink/flatten tool.

Take a look at Figure 2-59 to see how the shrink/flatten tool and the push/pull tool work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig59_HTML.jpg
Figure 2-59

Shrink/Flatten and Push/Pull tool at work

As you can see in Figure 2-59, both the shrink/flatten and push/pull tools have a yellow arrow with a round head. This arrow indicates where your Normal is pointing. The settings will not appear unless you already dragged the selected item. Just like in our example, you cannot see the settings when I click the face. But after the application, when I have flattened the cube for shrink/flatten and scaled in for push/pull, its settings appear. That’s only the time you can play with the proportional falloff – if you enable proportional editing and other settings they have.

Shear Tool

Now we have a shear tool . This tool shears selected items along the horizontal axis of the screen.

When you select the shear tool, there are arrows pointing to different axes appearing on the selected elements to modify. When you click and drag the head of this arrow, which looks like the letter X, the selected element is sheared to the axis, toward the Y-axis, or even in the Z-axis; it depends on which direction the X arrow head is pointing to. You can also change the direction by changing the offset value and axis in its settings

Take a look at Figure 2-60 to see how this tool works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig60_HTML.jpg
Figure 2-60

Shear tool at work

As you can see in Figure 2-60, we have three arrows connected to each other, and the arrow head looks like the letter X. Each arrow head represents two axes. The arrow with the yellow-orange head represents the X-Y-axis; the arrow with the pink-violet arrow head represents the X-Z-axis; and the arrow with the green-blue arrow head represents the Y-Z-axis.

To Sphere Tool

Let’s talk about the to sphere. This tool moves the selected vertices outward in a spherical shape around the mesh center.

Take a look at Figure 2-61 to see how the to sphere tool works.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig61_HTML.jpg
Figure 2-61

To Sphere tool at work

As you can see in Figure 2-61, after I dragged out the selected vertices, it formed a spherical shape. You cannot appreciate its function if you only selected three vertices in line with each other, or two faces in line with each other. Since it forms a spherical shape, it is best when you select vertices, edges, or faces that you will make in a form of a circle.

Rip Region Tool and Rip Edge Tool

The rip region is only applicable with vertices while the rip edge tool is applicable to both vertices and edges. When you use rip edge in faces, you cannot see its effect. It only moves the face. Rip regions rip polygons while the rip edge rips the vertices. Also, rip region extends the vertices and automatically connects them to other vertices while rip edge extends the edge and cuts or rips it out from the mesh.

Take a look at Figure 2-62 to see how these tools work.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig62_HTML.jpg
Figure 2-62

Rip Region and Rip Edge tools at work

Now, we’re going to proceed to the last part of this chapter: a sample project with a discussion. For this one, we’ll go for creating a game asset for a game environment rather than a whole game environment so we can at least discuss more with fewer pages. After all, you cannot create a game environment without the game asset.

So, now, let’s start the fun!

Sample Project - Pawn Chess Piece

Yes, we’ll be doing a chess piece here as a sample project. The first step, of course, is that we need a reference. I’d like to note here that in making a game environment, or even just a game asset, it is still important that you have a story or a theme for it. If you don’t have, trust me – you will get lost. What I mean is, if you are like me who can easily be filled with ideas, then you will be confused as to what you will do and end up doing nothing. So, it is better that you have your theme or story as a basis for the game assets you will be creating. Don’t worry. You don’t need to become a novel writer to come up with a story. You just need your imagination. Imagine what makes you happy or excited. If that doesn’t work, take a look at what kind of movies/dramas/comic books/stories you are fond of. You can get ideas from them. Just take a look around you.

For this step, Figures 2-63 to 2-75 will be about modeling the pawn piece. So, first, we need a reference image. I searched my reference image in Google, though there are other sites where you can search too, like Pinterest, Flickr, 500px, etc. I check for both the front view and the top view for this model.

Let’s now start the modeling.

First, I’ll import my reference image in Blender by pressing Shift + A then going to Image ➤ Reference. You can also just drag and drop images into the 3D viewport, in the background, if you are in object mode. You can also do this by going to Add menu ➤ Image ➤ Reference. I’d like to note that for you to effectively use this reference image object, you must already be in the axis or view where you wanted to use your reference image. For example, I want to use my reference image in the right view side, so I will set my 3D viewport view to the right view by pressing numpad 3 or going to View menu ➤ Viewpoint ➤ Right.

Ok. Let’s take a look at Figure 2-64.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig63_HTML.jpg
Figure 2-63

Image Reference Object. Reference Image credit to Victor Santos: (www.​artstation.​com/​artwork/​qAJV92)

The one in the red rectangle is the properties panel. Since what we currently have is the image reference object, what you can see in the object data are the settings or details pertaining to the reference image object.

First, I’d like to note that it is recommended that you reduce your vertices to lower the value as much as possible so you can work with your game assets with ease. You can reduce the vertices of any meshes by changing their settings when it pops up after you add your mesh, just like you can see in Figure 2-64.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig64_HTML.jpg
Figure 2-64

Settings for changing vertices

By lowering the value of vertices, for example, take 32, divide by 2, and this will be 16, so you can have a lower number vertices that can help you with your work.

Since we we’re going to use our reference image object for modeling, we lower the opacity of the image so we can see our model while our image is at the back of it. But as you can see in Figure 2-65, the opacity is disabled. It was because the “Use Alpha” setting is unchecked. So, I will toggle it up so I can enable opacity.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig65_HTML.jpg
Figure 2-65

Placing cylinder next to the Reference Image

Now, we’ll start modeling our pawn by adding a cylinder. Again, I add a cylinder by holding Shift + A ➤ Mesh ➤ Cylinder. You can also do this by going to Add menu ➤ Mesh ➤ Cylinder. At this moment, I’m still using the layout workspace so I can create the pawn object as a separate object. You can also do this in the modeling workspace by just changing the mode type into an object mode.

I just set the opacity of the image reference to 0.392 so I can trace my model to the image effectively. I’d like to note that for you to avoid having a hard time later, make sure that you will not deform your base mesh. Just like in this pawn, if I ever deform the cylinder because I’m scaling it up to fit in the reference image, which usually happens to beginners, it will become harder later for to create a smooth look for the pawn piece. Just remember, we don’t need to be too detailed at first. We just need to see the shape that resembles our reference image. For our pawn, we have a cylinder. We just need to place the cylinder next to the reference image just like what you can see in Figure 2-65.

I didn’t scale it up since I will also do it later on as we model it to be like the pawn. But for now, let’s start the first phase of modeling.

Switching to modeling workspace (or from object mode to edit mode), you can see that the whole cylinder is highlighted, meaning the whole cylinder is selected. Just click outside and it will be deselected. By default, your selection is set to vertices. You can change it to edges or faces in the settings next to the type mode select menu, as you can see in Figure 2-66; but for this example, we will use vertices to select those we will edit.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig66_HTML.jpg
Figure 2-66

Red Rectangle: selection settings for vertices, edges, and faces

I also change my view, in 3D viewport, from solid to wireframe view by pressing Z on the keyboard and then clicking wireframe. You can also do it by going to the shading setting, which is located in the top-right view of your 3D view port, just like what you see in Figure 2-67. In solid view, you can see the actual design of your object, but in wireframe, you can see the edges and vertices like it was an x-ray view of your object. It is easier to manage your vertices in this way.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig67_HTML.jpg
Figure 2-67

Red Rectangle: Shading settings

From the left side will be the Wireframe, Solid, Material Preview, and Rendered.

Next, I’ll start the transforming by selecting the vertices at the bottom of the cylinder by pressing B (or the Select Box tool). Then scale it to fit on the reference image as you can see in Figure 2-68.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig68_HTML.jpg
Figure 2-68

Scaling the selected vertices at the bottom

Then, I press Ctrl + R to add a loop to the cylinder so I can add a shape that is at least similar to the reference image you see in Figure 2-69.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig69_HTML.jpg
Figure 2-69

Adding new loop

At this point, the only thing I’ll do is to add a loop and move the loop by pressing G. But of course, I make that sure before I move the loop, all vertices are selected.

I’d like to note that when you use Ctrl + R when adding the loop, until you press enter, the loop you are adding will not be applied. Also, before you press enter, it’s better if you go ahead and choose the right location for your loop so you don’t need to move it too much.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig70_HTML.jpg
Figure 2-70

Current progress of the Pawn

Now, as you can see in Figure 2-70, we already covered the body of the pawn, but the head is still not yet done and we already used the base mesh. This is the time now where extruding will be handy. First, I’ll scale the last loop to fit to the lower part of the head of the pawn and then start extruding by pressing E on the keyboard. You can also use the extrude region tool for this.

What I’m going to do here for the head is just extruding and scaling.

Now, let’s see in Figure 2-71 the current progress of our pawn.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig71_HTML.jpg
Figure 2-71

Current progress of the Pawn (Left: Solid mode, Right: Wireframe)

As you can see in Figure 2-71, it already takes shape: from just a simple cylinder to a pawn chess piece. Now, let’s smooth it by using a modifier called subdivision surface.

Subdivision surface is a modifier used to split faces of mesh into smaller ones, making a smooth look on mesh. It helps you to lessen the usage of too many vertices just to smooth out your mesh.

You can see in Figure 2-72 the settings of the subdivision surface modifier. Render indicates the number of subdivisions that will be performed when rendering; viewport indicates the number of subdivisions that will be performed in the 3D viewport; quality is how precisely the vertices are positioned; Catmull-Clark is the default option and subdivides plus smoothes the surfaces while simple only subdivides the surfaces.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig72_HTML.jpg
Figure 2-72

Subdivision surface Modifier Settings

The other options with a select menu in the settings of the subdivision surface is for handling the UVs during the subdivision. It has two options that are smooth, keep corners wherein the UV islands are smoothed but the boundaries are sharp and the sharp wherein the UVs are unchanged.

Take a look at Figure 2-73 to see the effect of subdivision surface (or subsurface) to our model.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig73_HTML.jpg
Figure 2-73

Subdivision surface Modifier applied

See how smooth our pawn was. Now, let’s adjust our vertices to fit into our interests: just a basic commands now like G for move and/or S for scale. Note that you need to switch back to solid mode in order to see the image on the right.

If you continue to do this project, you might notice the ugly part at the bottom of the pawn just like what you can see in Figure 2-74.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig74_HTML.jpg
Figure 2-74

Bottom of the Pawn

The reason for this is because we are using geometry. Remember that base mesh is a cylinder, and then we add a subsurface modifier. You can say that the face at the bottom of the cylinder mesh becomes too crowded because of too many vertices that it already can’t handle. So, in order to fix this, first, we need to select the vertices or faces involved, and then we’re going to use the inset tool by pressing I, then dragging it inward. By doing this, it seems that you are adding another loop and it smooths that part of your mesh. Last, after I have done the editing, I make it smoother by going to Object Menu ➤ Shade Smooth.

Now we already have our final model for a pawn chess piece as you can see in Figure 2-75.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig75_HTML.jpg
Figure 2-75

Final modeling for Pawn Chess Piece (Left: Wireframe, Right: Solid)

Sample Project - Rook Chess Piece

I’ll start now with the next chess piece, which is the rook. With the same process, I’ll add a cylinder and place it next to the reference image. Then I’ll make a first phase of modeling by scaling and moving the vertices in the wireframe view.

Let’s take a look at Figure 2-76 to catch a glimpse of the process of how I did this rook piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig76_HTML.jpg
Figure 2-76

First Phase of Rook piece

In image 1, you can see how I place the cylinder next to the reference image. In image 2, you can see how I scale and move the vertices so I can fit it to the image reference. In image 3, you can see how I use the inset tool to create a loop cut at the top of the cylinder base mesh to create the top part of the rook piece. For me to achieve the result in image 4, what I did is while the loop cut, I recently made using the inset tool was selected, you can press G for move then Y for Y axis to restrain the movement to Y axis. If you want to scale only in Y-axis, press S for scale then Y key. If you want to rotate in Y axis only, press R for rotate then Y key. If you want to restrict the movement in Z-axis, you can press G for move, then Z for Z-axis. To limit the scaling in Z axis, just press S for scaling key then Z key. And to limit the rotation to Z-axis, press R for rotation then Z key.

Let’s now proceed to image 5 of Figure 2-76. For reference, let’s call the one inside the red oblong, in Figure 2-76 image 5, a column. In order for me to achieve the output that you can see in image 5, I divided the 32 columns by 8. So, we have 4 columns in each group. Then I delete one column in each group. In this way, I get an even number of columns in each group. Since we delete this, we called it a column, which is composed of vertices and faces, and we create a hole in our mesh. Just like you can see in image 6, in order to fix this, I select four vertices, first is the four vertices at the side of the one column and press “F” as a shortcut in creating faces. Then I select the other four vertices in the side of another column and press F again to create faces. Then select the remaining four vertices that are in the middle of the two columns.

Now, take a look at Figure 2-77 to see the output of what we did in the top of the rook.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig77_HTML.jpg
Figure 2-77

First Phase: Top of Rook piece

Let’s take a look at the current progress of the rook piece as a whole as shown in Figure 2-78.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig78_HTML.jpg
Figure 2-78

Current progress of Rook piece

Now I add the subsurface modifier to the rook piece. Again, after adding this modifier, we will need to adjust something to smooth out the mesh. Take a look at Figure 2-79 to see a glimpse of the process of how I did the work in the second phase of modeling with the rook piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig79_HTML.jpg
Figure 2-79

Second Phase of Modeling of Rook piece

For the second phase, aside from fixing some stuff after I applied the subsurface modifier, I use the inset tool at the top of the rook as you can see in images 1 and 2 of Figure 2-79. I add new loops to create the look I want for the column like you can see in image 3. I also use the inset tool at the bottom of the rook as shown in image 4. This is the same method that we used in the pawn piece.

Okay. Let’s discuss a little bit what can make your edges sharp. First is when you add a crease. When you add a crease, yes, you might have sharp edges, but you don’t have full control over it. Adding loop cuts and dragging them near to the other loop cuts can also sharpen your edges but also increase vertices.

Now, as you can see in image 5, I encircle part of the bottom of the rook that has unwanted artifacts. These are the effects of the loops I added. It’s because the vertices and edges at the bottom of the rook become too close to each other. In order to fix these, you just need to delete some vertices and edges that create only small faces and then replace them with some larger faces as can be seen in image 6.

But I want to note that this is up to you if you want to still fix these small problems – because , for example, your game asset will be placed in the background. Do you think making it too detailed will help? If that bottom part of the rook will not be seen in the game you are creating, will it be necessary for you to take time to fix it that much? This is where what we learn regarding low poly vs. high poly will be useful.

Take a look Figure 2-80 to see the final output in the modeling process of the rook piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig80_HTML.jpg
Figure 2-80

Rook Piece (Left: Wireframe view, Right: Solid view)

Sample Project - Knight Chess Piece

Let’s proceed with the knight piece. We will have a different approach here because it isn’t as simple as the first two pieces, but I will only show in figures those highlighted parts of the process. We will now begin.

Take a look at Figure 2-81 to see some highlighted parts of the process.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig81_HTML.jpg
Figure 2-81

Knight Piece process

First step, I created the base using the cylinder. For the base, it was the same method with the base of the pawn and the rook. Then it was scaling and extruding, as well as transforming and using the inset tool in the bottom part.

In the top part, the horse head, take a look at Figure 2-81, where things become different. First, from the modeling workplace, I go to object mode and I add a mesh plane object by holding Shift + A ➤ Mesh ➤ Plane. Then, I go back to edit mode and hold Ctrl + R, then enter to create a loop in the plane. For this particular process, I make sure that the loop is in the center. Then, I select the face at the right side of the plane and delete it. Now, I add the mirror modifier, which copies what you do to certain elements. In this way, it will help me do this project easier since I will only worry about the left part. I don’t need to worry about the other side.

Take a look at Figure 2-82 to see the settings of the mirror modifier.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig82_HTML.jpg
Figure 2-82

Mirror Modifier

The settings for axis indicate the axis that will be mirrored. The bisect settings enable you to cut the mesh across the mirror plane. The flip settings flip the direction of the slice. Mirror object is where you can choose a particular object to be mirrored. Clipping prevents the vertices by passing by the mirrored element during the transformation, and merge merges the vertices within the merge threshold. Vertex groups mirror the vertex groups and merge limits indicate the distance of the merge-mirrored vertices. The part under textures are all settings for applying textures in the mirrored vertices.

By default, clipping is unchecked, so I enable it to make sure that I will not go beyond the part of the mirrored elements.

Now take a look at Figure 2-83 to see the other highlighted part of the process.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig83_HTML.jpg
Figure 2-83

Highlighted process for Knight Piece

After adding the mirror modifier, I once again use Ctrl + R to create three loops in the plane and form it into a circle that will match the base that I made as you can see in image 1 of Figure 2-83. Then, I extrude and transform, using the move, scale, and rotate tools, the circle you can see in image 2 of Figure 2-83 to form the basic shape of the knight. After that, I select the face at the back of the head and extrude it to form the hair-like part for the knight as you can see in images 3 and 4 of Figure 2-83. Then I select the part of the head that is nearer to the mouth and extrude it toward the inside as you can see in image 5. And since after I extrude this part, it will leave a face outside, at the side part, which is not a lot like a mouth, I deleted the vertices left outside that leave spaces just like you can see in image 6 of Figure 2-83. In order it fill it in, I use the knife tool as you can see in image 7. Then, I add the ears using the knife tool as you can see in image 8 of Figure 2-83.

This process needs a lot of practice for you to be able to achieve your real goal so if at the first attempt you don’t make it, don’t be frustrated. Just try it again, match and closely look at your reference, and you will be able to achieve.

Now, the second phase begins. I add the subsurface modifier and start adding details as you can see in Figure 2-84.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig84_HTML.jpg
Figure 2-84

Knight Piece Second Phase

You might notice that I didn’t add eyes. Well, that’s part of the creativity aspect. We can add or delete some details as long as the basic or main concept is still there. In this part, we’re doing a knight piece. As long as the silhouette or the thing that can make the knight piece is still there, it doesn’t matter if we delete some small details like the eyes.

Now, let’s take a look at Figure 2-85 to see the final touch in the modeling part of the knight piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig85_HTML.jpg
Figure 2-85

Knight Piece finale in Modeling (Left: Wireframe view, Right Solid view)

As you can see in Figure 2-85, in the wireframe view of the knight piece, it seems to have a lot of vertices already. It’s the effect of a subsurface modifier. Remember that if you don’t need to have that much detail, and your asset doesn’t need to be that smooth, just lower your values in the subsurface when you use it because it will also affect your rendering in the end.

Since we have only left the king, queen, and bishop, I will not discuss much of its process since it also has the same methods with the previous chess pieces.

Sample Project - Bishop, Queen, and King

Now, let’s take a look at Figure 2-86 to see the process for the bishop piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig86_HTML.jpg
Figure 2-86

Bishop Piece process

You can see, after I add a cylinder, I just extrude it, scale, and move vertices, and I already came up with the basic form of the bishop. After I add the subsurface modifier, I just use the inset tool at the bottom and at the top, since we use the cylinder and we need to add another loop in that big circle to minimize the effect of crowded vertices. Then it’s already done. Take a look at Figure 2-87 to see the final output in the modeling phase of the bishop piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig87_HTML.jpg
Figure 2-87

Bishop Piece finale in Modeling (Left: Wireframe view, Right: Solid view)

Now, let’s go with the queen. Take a look at Figure 2-88 to see the process done with the queen chess piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig88_HTML.jpg
Figure 2-88

Queen Piece process

You can notice in Figure 2-88 that the technique I did with the queen piece is the same with the rook. Again, I use the cylinder, transform, extrude, and then when it comes to the crown, I just extrude the top loop just like you can see in image 3 of Figure 2-88, then extrude the faces as you can see in image 5. As long as you have the reference, and you know the basics like vertices, faces, edges, scaling, moving, rotating, and then extruding, you can easily do this modeling. Well, of course, constant practice is a must too.

I’d like to note that I set the segment of the cylinder to just 12 from its settings that show when you add the mesh. That setting cannot be changed when you already move or do an adjustment to your object.

Since the second phase that comes after adding the subsurface modifier is more of a minor edit, let’s just proceed and take a look at Figure 2-89 to see the output of all the processes we did for the queen.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig89_HTML.jpg
Figure 2-89

Queen Piece finale in Modeling (Left: Wireframe view, Right: Solid view)

Then for our last chess piece, we will have the king. Let’s take a look at Figure 2-90 to see the process of how the king piece is made.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig90_HTML.jpg
Figure 2-90

King Piece process

Again, I just use a cylinder and set its segments to 12. Just using the scale and extrude, I came up with image 1 of Figure 2-90. For me to create the top part of the king piece, I delete the top circle face and reconnect the vertices as you can see in images 2 and 3. I extrude the face at the center to create the cross as you can see in image 4, and then I use the knife tool to create a loop that can help me make the rounded part of the cross like the top of the king piece as you see in image 5. Then, once again, I just highlight the vertices to transform and use extrude and scale to complete what you see in image 6.

Okay, now let’s take a look at Figure 2-91 to see the final output in the modeling part of the king piece.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig91_HTML.jpg
Figure 2-91

King Piece finale in Modeling (Left: Wireframe view, Right: Solid view)

Now, we’re done with the three remaining chess pieces. We will now proceed to the next chapter, which is about the shading techniques for game assets using Blender. But, before I conclude this chapter, I’d like you to look at Figure 2-92 to see the whole game environment we have for this sample project.
../images/494376_1_En_2_Chapter/494376_1_En_2_Fig92_HTML.jpg
Figure 2-92

Sample Project Game Environment in Camera Perspective

So here, I use the add-on landscape that you can enable in preferences by going to Edit menu ➤ Preference ➤ Addons ➤ Add mesh: A.N.T. landscape. This add-on can be found in the sidebar menu of the 3D viewport, which you can also access by pressing “N” on your keyboard.

I just modified some stuff in its settings until I see my preferred setup and here it is. It was just a plain scene for a game environment design. I don’t want to create some complex one since what I wanted to tackle was the basics, which we always forgot.

As you can see, most of my chess pieces have high vertices. As you can see in Figure 2-92, although the chess pieces are in the background, I’m making them stand out by enlarging them. When it comes to texturing, the number of vertices will also affect them. And since I want these chess pieces to stand out in the background at least, I want them to have both good geometry and textures.

Now, we’ll now start Chapter 3! I hope you continue to enjoy this book.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset
3.145.93.136