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by dragontamer
3206 days ago
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Step 1: Create a bunch of simple primitives that represent a sculpture of your model. Generally speaking: squares and triangles. Step 2: Add colors and textures to the model. Textures are 2d images mapped to the squares and triangles you made in step 1. With proper care, you can make triangles and squares look "smooth and circular" with proper shading effects. Step 3: Simplify your model into "bones", which can deform the model with fewer control points. For example, you can create a "neck" bone which moves all of the polygons that represent the head. Bone modeling is itself a very intricate process that takes a lot of practice. Step 4: Bone models are far easier to animate. Move bones around, instead of polygons. Instead of selecting the "head" each time, you simply select "the neck bone" to move things around. Step 5: Lather, rinse, repeat for every object in the scene. |
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Find a work of Kandinsky or Picasso you like and try to transfer it into blender using the same geometry shapes the artist is using.
Then add your own twists , extra light nodes / special displacement textures / flying haiku texts going across screen at appropriate times hah