Seanachai Quote

"Do you really think there are no larger answers to the small ones we can supply? Miguel, we know there are answers for everything. Unfortunately, we know very few of them." (Alexis Paninian to Mitchell Campion following a 4 minute teleportation from Paxton, Ohio to 3XNorth, 3YEast and 150Z off the Coast of Spain, circa 5/28 & 3 weeks, OSB airdate 4/7/1959).



Friday, March 4, 2016

No UV Unwrapping with Blender's Texture Paint Options

Not only am I working on Brantley (for years now), but I am still trying to determine how best to tell my children's story, Violet's Lost Words.  I knew for this story I would need to learn how to sculpt from scratch and with my own reference drawing.  Then I would need to retopo the sculpt. 

Earlier this month I started working on an exercise, when I realized I could interpret it for my own purposes.  Meet Fergus, who materialized earlier today.  Of course the sculpting is only phase 1 of the process.  At over 500,000 triangles it not going into the world.  I will need to use Bsurfaces to retopo it.  If the LO poly version comes out well, the texture painting can be transferred through the baking/mapping process to the LO poly (apx 500) version.  I will post again when I see how it goes. I am hoping to get that done by the time we start the Bsurfaces discussion.  No worries, the retopo lesson is far less complex than Fergus.

If the head makes it through the process, I will need to build the body with a similar process and rig it.  I don't predict too many issues with the rigging, if I use the SL bones and shape keys.  At least Fergus is a human  like avatar and and not a quadruped. 

Wednesday, February 10, 2016

The Joy of Texture Painting (3D Immersion Storytelling Assets)


Coming Soon
storybuild object assets
For this year's series of classes I've been trying to write out and nail down the workflows that will eventually help me to produce a series of texture painting programs.  I want the experience to be fun and stress free, so the workflow needs consistency.  These programs will not be produced as traditional tutorials.  Instead I hope participants will either build a model from scratch and follow along, or start the painting and effect process with a completed model.  No modeling  - Only the painting and the magic.


So far we've produced hats, tablecloths, curtains, and fancy lamps.  Before the season is over we expect to create nearly all the props a story needs including characters and character clothing.  Nearly everyone of these items can be hand painted or cycled with hand generated textures. 
Characters and Costumes

Thursday, January 14, 2016

Building Storybuilding Assets witth Blender Only Tools

It is time for the Waymarker 88221 School to open for Season II.  I want the experience of learning and sharing OS and Bender building to be fun and storylike.  The participants need to feel welcome and stress free.  If they feel like they are part of their own story, improving their building skills or leading a class for other builders, it should write itself.

One of my objectives is to create storybuilding assets in the same way a game creator designs game assets - mostly lo poly, so there is plenty of server left for the participants to use, and interesting to see.  Inspiration I expect to come from all over Open Sim.  There are so many wonderful builders.  So all that needs to get done is unpack the how the building gets done and direct the participants where to find the best work.  The results of that process will be the plot.

The best part will be to continue learning while we tell our stories (me too).  This week I wanted to build a lamp that required box modeling, no more than two lo poly pieces, loop cuts, extrusion, manipulation, uv unwrapping to a single map, texture painting and cycles baking.  The outcome is whimsical and colorful, and will work well to explain how much I want learners to relax and enjoy the process.