I found this pressure gauge buried under the pile of un-used parts. I can’t image when I would have purchased a 10,000 psi pressure gauge…made in China. My guess is…I didn’t buy it. It’s not up to the quality my customers expect. It probably came on some equipment and we replaced it. It does however have a unique “Danger Zone” graphic on the dial. I figured this might have artistic appeal.
It was uploaded to CG Trader and I got my first sale 3 days later.
My day job has me designing an oil recovery system for a hydraulic coupling. It’s a complex oil system that uses a residential oil tank. I was surprised to find little in the way of online resources for such a common architectural 3D asset.
So I spent a little extra personal time on this model. I modeled the tank in Blender 2.9. It’s a 275 gallon Granby vertical oil tank. It is available at CGTrader:
By day, I work in a machine shop where we have tons of items: Some common, some uncommon, but all dirty. Today’s model is a yellow container we used to transfer hydraulic oil from a 55 gallon drum to the our machine tools.
Knobs have knurls. A knurl is that hatch pattern found on cylindrical surfaces. They are easy to create on a lathe and, believe it or not, it is easy to model in Blender. Here’s how.
These instructions are for Blender 2.8
Start with a cylinder. Shift-A, Mesh, Cylinder
Set the cylinder parameters to a radius of 1 with a depth of 2 and 60 vertices. Select nothing for Cap Fill. 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.
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
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 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
Photogrammetry scans already come with their own lighting. When using these scans in Blender, you can get a natural look and speeds up Blender with a few clicks.
- Put the 3D viewport into the solid mode. You can click the solid circle in the upper right corner or hit the “Z” key and then slide your mouse to the right.
- Click the shading option arrow next to the shading modes in the upper right corner
- The lighting default is “Studio”. Change it to “Flat”
- The color default is “Material”. Change it to “Texture”