How create robot Blender

Blender
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Dr.MohitBansal,Canada,Teacher
Published Date:26-10-2017
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Modeling Your Freestyle Robot In this chapter, we'll look at another application of Blender: creating non-photorealistic (NPR) renders using Freestyle. We'll take a look at a way to optimize a model for this purpose, and then model a simplified robot. The following topics will be covered in this chapter: Modeling for Freestyle Blocking out your robot Creating the body with Subdivision Surfacing Finishing the robot Modeling for Freestyle Before modeling our robot, we need to briefly talk about what Freestyle is. Freestyle is a non photorealistic rendering engine that works as an addition to Blender Internal or Blender Cycles, which is intended to produce procedural lines on the top of a render. These could be line drawings, anime-style images, cartoons, comics, blueprints, or anything similar. The first thing we'll do is switch from Cycles Render to Blender Render:Modeling Your Freestyle Robot Freestyle is now supported by Cycles as well, but for a long time, that wasn't the case. You could make the argument that Blender Internal (or BI) is more suited to NPR work. Besides, we haven't used the internal render engine yet in this book, so this is a good opportunity to play with it. Next, you'll have to check Freestyle under your rendering tab: 251 Modeling Your Freestyle Robot Then, under the Render layers tab, you can add a new LineSet: 252 Modeling Your Freestyle Robot Now, when you render a scene, you will see the freestyle edges: For simple objects like a cube, this is pretty straightforward. Blender knows where the edges are, and quickly fills them in with freestyle lines. Try this with various objects and see how it looks: 253 Modeling Your Freestyle Robot But now, let's do something different. We'll take the gun model from our first project and attempt to render it with Freestyle. Here's how it looks: It does not look great. First of all, you can see one of the key problems here: 254 Modeling Your Freestyle Robot It looks like we're missing lines where the small detailed pieces join with the main body. That's because there's no actual connection therethe detailed piece is just sitting on (and slightly penetrating through) the main mesh. That works fine for normal rendering, but it confuses Blender's Freestyle function. There are other problems as well. For instance, beveled edges don't work well with Freestyle either: This leads us to a key point: You can render any model with Freestyle (just by checking the box), but for the best results, models should be created specifically with freestyle in mind. 255 Modeling Your Freestyle Robot So let's talk about how to do that. First, we'll address the problem of meshes that penetrate other meshes: One solution is to connect all the vertices in a mesh, creating watertight or non—manifold geometry: 256 Modeling Your Freestyle Robot This will certainly solve the problem: However, that doesn't mean it's the best (or even a good) answer. For a simple object like our cube, it works fine. But, imagine if we had to do that for a more complex model like the gun: 257 Modeling Your Freestyle Robot It would be a huge amount of work, and it would drive the polygon count through the roof. You would probably quadruple the geometry in the process. Imagine an even more complex model, like our spaceship: It might require millions of polygons. If we had multiple ships or other objects in a scene, we could quickly overwhelm Blender's ability to handle it. Even if you could handle it, renders would take forever (possibly multiple hours). 258 Modeling Your Freestyle Robot So, no, that's not always going to work. Another option is to move one piece just a tiny bit above the surface of another mesh: A very small gap will be obscured by the freestyle lines themselves and not even noticeable from most angles: That's a much quicker way that doesn't require so much work (and so much extra geometry). 259 Modeling Your Freestyle Robot Now, let's briefly discuss the beveling problem that we had: This is a much easier problem to solvejust don't bevel your meshes when they're intended for freestyle. Note that this only refers to minor edge beveling. Large rounded parts (Big Beveling) are still fine: 260 Modeling Your Freestyle Robot Blocking out your robot So now, let's move on to building our robot model. Since this is going to be stylized (not realistic), I'm not going to go crazy with the detailing. I'll start by blocking out some basic shapes. We'll use a wheel for the robot to roll on: Some basic arm shapes: 261 Modeling Your Freestyle Robot And a head that looks somewhat like a video camera: 262 Modeling Your Freestyle Robot Creating the body with Subdivision Surfacing For the body, we're going to use a modifier that we haven't talked about yet Subdivision Surfacing. More experienced users may find it odd that we're waiting until this part of the book before using Subdivision Surfacing (or Subsurf, as its commonly referred to). After all, it's a tool that many people use frequently. So, let's talk about that. Subsurf works by dividing and smoothing a mesh. For instance, let's add a basic Cube shape for the body of our robot: 263 Modeling Your Freestyle Robot Next, let's add a Subsurf modifier to it: Subsurf has divided and smoothed our cube. The more layers of Subdivision Surfacing you add, the smoother it gets: 264 Modeling Your Freestyle Robot A very important note, however, is that with each layer of subsurfing, the polygon count goes up quite a bit: This can be quickly illustrated with a graph: In practice, it would be rare to add more than two or three levels of Subdivision Surfacing. Still, the polygon count is one of the main drawbacks to it. Subsurf is a quick way to get smooth, flowing shapesbut, at a cost. 265 Modeling Your Freestyle Robot In order to add some definition, we can Tab into Edit mode and add a few loop cuts: You can see the effect that this has: 266 Modeling Your Freestyle Robot Let's remove those edge loopsit was just for demonstrationand continue building our body. We'll run a couple of edge loops around the upper torso area here: And widen the torso: 267 Modeling Your Freestyle Robot Then, we will run another loop around the body and start to refine the shape a little bit more: Remember that you don't need to do much (if any) beveling here. We're basically creating a frame or guide for th Sub e surf modifier to create our body. So, I'll next add some arm holes: 268 Modeling Your Freestyle Robot And maybe a bit of detail here, like chest plates: Just continue to add loop cuts and basic extrusions, until you get a body shape that you're happy with: 269