Posted by: Noah | June 9, 2009

Shapeways Contest – Vote for VA!

Hello everyone, I’m just popping in to say we have a model in the Shapeways “Faces” contest, right here: Head Guy

You can see the other entries here, but they are, of course, unimportant.  You need to vote for us (by rating the model) if you want to see Head Guy (and other awesome things along the way) printed out with the winnings, because I’m not spending 120-something on him unless it’s free money. :P

Help get my 100% Blender goodness printed!

Help get my 100% Blender goodness printed!

Posted by: James | April 12, 2009

Happy Easter

Happy Easter

From everyone at VirtualAnvil

I often get comments like “you *should* remove that triangle,” when I can give at least five good reasons why that person is wrong.  Newbs just have it ingrained in their heads that EVERYTHING MUST BE QUADS.  It’s not their fault, though; they’re just not taught WHY triangles are SOMETIMES bad. Especially in the case of low-poly game models, triangles are GOOD! For those who don’t realize it, quads are merely two triangles glued together, and the quad is just split differently depending on how it’s bent or skewed. Unfortunately, quads don’t always split the way you want them to. In fact, unless you have a relatively high-poly mesh with good topology, quads rarely split the way you’d like them to.  Sometimes, it is better to decide how to split that quad ourselves.

There are two cases where triangles are bad:

1) if your model is to be subsurfed.

2) (in an un-subsurfed model) if they will disrupt the shape of your object during animation.  Basically, if they don’t go with the edge-flow (no pun intended).

If your model will not be subsurfed, and your triangles don’t interrupt the edge-flow of your model, they’re perfectly fine.

Also, if an object is static (not animated), you can use all the triangles you want on the solid surfaces, regardless of edge-flow, like so:

gasp

Observe the hideous gash in this heel due to a poorly folding quad: (whoops, sorry, Blender saved a screenshot of the “save file” window instead, and I honestly can’t figure out how to recreate the hideous gash…)

Which is nicely fixed with a couple of tris:

goodtri1

However, in this case, we can actually save polygons by merging those couple vertices.

mergedverts1

Here’s another gash, but it’ll much less noticeable in-game, and has a much higher chance of straightening itself out during animation, so we’ll leave it.  Basically what I’m showing you here is that quads aren’t always good.

anotherbadquad1

Here, I made use of triangles to put a crease in the palm of the hand.  I could merge the two triangles into a quad, but I want this specific crease at all times, so my BEST choice is to leave them as triangles.  Also notice the tri to the left, which I used to reduce the edge loops.  None of these tri’s will interrupt my edge-flow during animation, so they are PERFECTLY ACCEPTABLE and are in fact GOOD.

goodtris

The next time someone tells you that some stray triangle should be removed, ask yourself, “Is this person a newb?” and “Does the triangle hurt my model for the use I intend?”  If all triangles were evil, we wouldn’t be given the ability to make them.  Remember that.

I hope this was helpful to some people; I just wrote it on a whim, after modeling this character:

anime-char

Download Blend!

(Whoops, there were some typos in the Blend’s “license.” Fixed ‘em…)

Posted by: Noah | January 20, 2009

Blender Tutorial: Baking Normal Maps

Hello all.  I just wrote up this tutorial for anyone interested.  It assumes general knowledge of Blender, but beginners can probably follow along.

Download PDF!

Sculpted glory!

Posted by: Noah | January 6, 2009

Physical Evidence of Our Existence

Check it out.  My new Creative Zen “mp3 player” arrived today, complete with our geeky name on the package.

Posted by: James | December 24, 2008

Happy Christmas!

Happy Christmas to you all from the Virtual Anvil geeks.

Have a Happy Nerdy Christmas

Have a Happy Nerdy Christmas!

geek-christmas1

This is how my schoolmates and teachers see me... I know it.

Have a real online christmas bah humbug to the real world.

Have a real Christmas online; bah humbug to the real world.

Posted by: Noah | December 11, 2008

Tutorial: Realistic Head Time-Lapse

Hello all!  We’ve finally got a sort of tutorial online: a time-lapse of me modeling the model you see below, in Divx format, at 1024×768 resolution and 30fps.

Bask in his glory...

Bask in his glory...

You can find the BlenderArtists thread here.

Vimeo (sad quality):
Part 1: http://www.vimeo.com/2242576

Part 2: http://www.vimeo.com/2491772

Part 3: http://www.vimeo.com/2494310

Part 4: http://www.vimeo.com/2568498

Part 5: http://www.vimeo.com/2568670

Part 6: http://www.vimeo.com/2568703

Torrent (full quality): here

Please seed the torrent at least once after downloading!

Posted by: Noah | August 11, 2008

Shapeways Contest Results

We’re sad to announce that we didn’t make it into the top ten of the Shapeways contest. You can see who did win here: list.

Ugly fish man is as heartbroken as we...

Ugly fish man is as heartbroken as we...

Well, we’re on to our next project then.

Posted by: hdrenderman | August 9, 2008

“There’s Always a Bigger Fish” Turntable

Well, after quite a while trying to get Veoh to send this video to YouTube (so it could be embedded on this blog), I finally gave up and decided to simply upload it by hand.

Enjoy:

Posted by: James | August 8, 2008

Nodes, Nodes, Everywhere

Messing around with nodes in blender to try and create a ghost effect for an FX test I came up with this.

Older Posts »

Categories