Blender 2.8 | Cycles Renderer
CG-Lion Architectural Glazing Presets Pack 1.0 is an custom architectural glazing shader I developed for Cycles render engine, that provides easy setup of real world architectural glazing surfaces, and ships with 40 ready to use material presets.
The shader has architecture-friendly real world parameters like ‘frosted‘, ‘milky‘, ‘smoked‘ glass etc., has convenient built-in inputs for effects like selective sand blasting or selective graphic coating and is internally optimized for transparent shadow casting.
CG-Lion Architectural Glazing Presets Pack 1.0 is available for purchase on Blender Market.
To select bones while in Weight Paint mode in Blender 2.8:
- Select the Armature
- Shift select the skinned mesh
- Switch mode to Weight Paint
- Shift-Click bones to select them
* Shift double click to select bones hidden under the mesh
To copy bone constraints from one bone to other bones:
- In Blender Preferences > Add-ons:
Find the Interface: Copy Attributes Menu add-on, and enable it.
- In Armature Pose Mode,
Select one or more bones, and select last the bone that has the constraints you want to copy.
- Press Ctrl + C to open the Copy Attributes menu, and select Copy Bone Constraints.
Quickly setup bone constraints
This character project is the first one in which I’m using physical cloth simulation in Blender to model the character’s clothes at proxy quality (they will be detailed further manually). learning this approach to clothes modeling demanded a lot experiments, trials and errors to get it right, in this short article, I’ll try to provide some insights, tips, and settings that can speed up the process.
General notes and tips:
- When modeling the basic shape of the cloth try to “cut” a realistic cloth pattern for your desired cloth model. if you’ll search images on the web for “trousers cutting pattern” or “coat cutting pattern” you’ll find many examples.
* See images below
- Create proper UVs for the cloth mesh when its still flat (before the simulation)
- In Blender cloth simulation, isolated edges in the mesh (edges without polygons) are treated as sawing springs, and are an important part of the cloth setup.
- Use a low poly proxy model for your characters body mesh, it will speed up the cloth simulation.
In this experiment I used a simple tubular pants-like mesh that I quickly modeled around the character’s legs and pelvis (not a realistic cloth cutting pattern), with the top (weist) vertices defined as a vertex group with shrinking cloth property.
The result looks like training suit pants. it wasn’t at all what I wanted for this character, but I actually like it and probably will use such pants on other characters or on this one as a secondary look.
In this experiment I started trying to model an actual man’s trousers cutting pattern, and as you see, it still needs tweaking.
This experiment is beginning to produce reasonable results, the undershirt initial shape is still cut too low at the back.
* Note that there is an animated belt collision object to bring the undershirt to it’s shape at the weist
The final undershirt initial model:
The final pants initial model:
* Note that the belt mesh is a vertex group defined a fixed in the cloth simulation, and that it’s split to parts corresponding to the edges of the pants shape that need to be sawed to it. (see the process here)
The full final cloth setup for the character. the setup includes a low poly collision object of the whole character and shoes, undershirt mesh, pans mesh and animated (contracting) belt collision for the undershirt:
The final cloth simulation:
Cloth simulation settings for the undershirt:
Cloth simulation settings for the pants:
Blender 2.8 Character Project
I Recently started a personal character modeling project using Blender 2.8.
The project has the following goals:
- Get back to development of creative 3D content (character development, animation, rigging etc.).
* the last 10 years or so I have been generally doing (and teaching) photorealistic rendering for technical visualization projects.
- Get used to Blender 2.8
- Practice A sculpting > re-topology workflow.
* When I learned organic modeling 20 ago, there was no such workflow, you would create final topology from the get go.
I will be video capturing the whole project’s progress and sharing it on my vimeo channel.
You’re welcome to read about the project creation steps and watch the actual work process captured here:
This is the third part of a personal project I began working on,
Development of a realistic character in Blender 2.8 for games and animation.
The third part of the project was a ~7 hour modeling session in which the focus was mainly on proxy-quality (rough) modeling of clothing and props.
In this stage of the project, I decided that the creative theme for character will be a tough detective. a sort of an Asian ‘Dirty harry’ character, and this concept was the drive behind the styling of the characters clothes and and props.
Result after part 3:
> Total accumulated work time: ~17.5 hours