Wasting time is such a waste (duh). Once you have modeled an object, it is great to have a library of part. The question is…how do you organize them in a way that you can find the part you need and easily import the part into you new design.
Today was my first attempt a building a library in Blender. I created a Blend file with 57 different configuration. There are 19 different resistance values (as indicated by the resistor color code) and each resistor is saved in 3 different mesh forms. The first form is straight. The 2nd form has both terminals bent at 90 degrees for horizontal mounting on a breadboard. The 3rd formation has one terminal bent to 180 degrees for vertical mounting on a breadboard. Continue reading
3D models can be from your imagination or from real world items. Today’s model is from the real world.
I modeled a picnic table from one that is available at Home Depot. I used the online photos in fspy to get the camera position. The fspy camera positions and the phone are then imported into Blender with an add-on. I then drew and aligned picnic table elements in Blender. When it was all done, I scaled it to real world sizes and added weathered wood materials. The materials were created with overlapping UVs. This allowed me to get decent resolution without using huge images.
The model is available at CGTrader.
My latest model is an attempt to combine PBR materials with a low poly model. The handscrew clamp has simple geometry and you can save a lot of computing resources by not creating a mesh for the threads.
This model is available on CGTrader: https://www.cgtrader.com/3d-models/industrial/tool/wooden-handscrew-clamp
2 posts in one day. That’s a first.
I’ve been working on this collection of knobs for a while. I thought it would be simple. But like most things…simple is rare. I ran into difficulties controlling fillets in meshes that were sub-surface ready. The model would look good until the sub-surface modifier was added. You can get some strange looking artifacts if you don’t have good topology.
The collection of knobs is available at CGTrader: https://www.cgtrader.com/3d-models/electronics/other/collection-of-12-knobs
Today I received an air pressure regulator that I will be using in an industrial brake. The brake has a pneumatic powered oil pump.
I first made the model in Solidworks. It was exported as an STL. This makes a horrible mesh for Blender. Triangles aren’t necessarily bad, but long triangles with sharp corners are not good.
I recreated the mesh by over the top of the imported file and then shrunk it down on the surfaces of the imported model. I then created material map files. For this model, I made a diffuse map, a metallic map, a roughness map and a normal map.
This model is available at CGTrader.com: https://www.cgtrader.com/3d-models/industrial/part/air-pressure-regulator
I went for a walk with my wife and dog yesterday and came across a pedestrian sign in the middle of the crosswalk. This morning, I checked CGTrader and didn’t see any similar signs. I made a graphic in Photoshop and a quick mesh in Blender. I have posted the model on CGTrader for $2 if you are intersted
I walked passed this cone the other day. I had some time to kill, so I modeled it. I created one with the dirt and then cleaned it up.
I spent last weekend out of town working the night shift. While I was waiting for my shift to start, I modeled the table lamp in my hotel room. The model is available on CGTrader.com:
I was having a hell of a time this morning with Blender. I couldn’t get the Texture Painting to work. I searched online for a solution, but every answer seemed geared to someone just learning.
After struggling and not finding the answer online, I finally figure it out. The object I was trying to paint was in the “Local” mode. The local mode quickly isolates one more objects. It is toggled on and off with the “/” Forward Slash key on the keypad.
I toggled local mode off and texture painting magically worked again.
Here is a Blender 2.81 tip I had to re-learn today.
I started a new mesh and created a string of vertices. After I bit of work, I realized that a curve would be much better. It is pretty straight forward to convert a mesh to a curve, but the curve is little more than then the mesh by another name. What I was looking for was the vector handles to smooth out the corners.
The trick is to convert the new curve spline type to a Bezier curve. The vector handles then appear. Continue reading