1/22
Start with the warm up
https://gamerant.com/trump-tafiffs-video-games-more-expensive/
Read the article, summarize and share your opinion. Do you think it is fair to have a tariff on a digital game where there is no physical copy?
What are you learning?
UV Mapping and Wrapping
Why is it important?
Adding testure to 3D objects make them look even more realistic.
How do you show that you understand? What is the assignment?
Download the files from Google Classroom and open Blender
Follow me on the first two projects
then...
Create at least two Minecraft or Roblox Characters, find the art online and use your map n wrap skills to turn them in.
Points
Die 1 - 1 Point
Bevelled Die - 1 point
Minecraft characters with scene art - 3 Points
Total 5 points
Let's wrap!
Click on Materials
Change the name of the material to face1
Click on the base color button
Select Image texture
Find your 1die image and select then click open image
Select Material View
Go to your UV Editing Workspace
Switch to UV Face Select Mode
Select a face on your cube
Select the white box in your UV Editing workspace
Press G to grab it
Move it to the center of the die
Press S to scale it until it covers the entire die
Select the next face
Click Materials Properties
Click Add New Material
After you click the plus, click New
Once again click base color
Image Texture
Once again click open
find 2die
Open
Name texture face2
Click open image
Select your second image
Once again
Select the white box in your UV Editing workspace
Press G to grab it
Move it to the center of the die
Press S to scale it until it covers the entire die
Click Assign
Repeat these steps until you have added numbers to all sides
Let's Map
Click on Materials
Change the name of the material to face1
Click on the base color button
Select Image texture
Find your diceall image and select then click open image
Select Material View
Go to your UV Editing Workspace
Switch to UV Face Select Mode
Select a face on your cube
Press U
Select Project From View
Select Vertex Mode
Select the top left vertex
Press G for grab
Pull the vertex to the top left corner of the 1 die
Move each vertices to the corresponding corner of the one die
Select another face and map the next face using the same steps
Repeat all steps until you have covered all faces
Switch to object mode
Add a bevel modifier to round the corners
More Armature for ya bone structure
Click Add-ons
Search for Rigify
Click Add > Armature > Human
Go into Xray Mode
Add a cube to make a foot and place it on the left side of the armature
Click on the modifier wrench
Click Add Modifier
Click Generate > Mirror
Select Mirror Modifier
Select X Axis
Click on the Eye Dropper in Mirror Object
Click the foot armature
You should have a Mirrored Foot
IN OBJECT MODE!
Create a lower leg
Add loop cuts like you did before
Mirror the lower leg just like you did with the foot
In Object Mode
Add an upper leg
Mirror
Add a sphere for the midsection
Create a torso
Build out the rest of the one side of the body around the armature then mirror
Join the objects
Deselect all the armature
Select the object first
then select the armature by hitting control + shift
Press Control + P to make it a Parent
Set Parent to Automatic Weights
Click on your wrench
Go to your Armature and select Preserve volume
Test your model and if things are wonky
Go to Weight Paint Mode
Click on the data and find the areas with problems
Select the joints
Paint around the joints
Red is more
Blue is less
Use these tools and play around until you get it
Graph Editor
Use the vertical Split to pull out a new workspace
Select Graph Editor
With the ball selected, notice the three axis
Click an empty area in the graph editor the select just the Y axis
Use the scroll wheel to zoom in
Play your animation
then Pull out the handle and see what it does
Notice it makes the ball start off fast and then slow down? This is very similar to the EASE function in Adobe Premiere
Explore the Graph Editor until you get a feel for it
Let's make that janky robot move...
Open the robot in the layout workspace, wire frame and pose mode
Next select one of the "bones" and press A to select all the armature
Add a keyframe to frame 1
Scrub over to frame 10
Rotate you bones and add another keyframe
Scrub over to frame 20
Rotate you bones and add another keyframe
Change your end frame to 20 and test
Right Click on your keyframe at frame 10 and copy
paste it in frame 30
Hide the armature in your collection
Switch to solid display
ACK! THEY CHANGED WEIGHT PAINT!!!!
Make sure Object Mode, Solid Display Mode and toggle Xray are all selected
Select Armature first while holding Shift
then with shift still being held, select the object so that both are selected
Switch to weight paint mode
To select the bone you with to use, you now have to hold Control + Shift THIS IS NEW in Blender 4
Pull up your timeline
With your object selected, hover over it and press I (for Insert keyframe) at the first frame
Select Location, Rotation and Scale
Slide your scrubber to the 40th frame on your timeline/dopesheet
This is where we will be ending our location, rotation and scale
Move your cube to a different location (you can use the G Key to grab)
Shrink your cube to a different size (you can use the S Key to scale)
Rotate your cube (you can use the R Key to rotate)
Add another Keyframe at the 40th frame
Click Autokeyframing
Move your scrubber to 60
Repeat the process in a different L,R,S
Notice that it adds the keyframe for you
At the 40 mark, go to your keyframe
Hold the G Key
Move your keyframe to the 10th frame and move your keyframe on the 60th frame to 20
It completes the L,R,S in the time you set the keyframe to finish, making it faster
Scrub over to the 30th frame and add a keyframe without adding any L,R,S
This will stop all movement during this time
Slide your scrubber to the 60th frame on your timeline/dopesheet
This is where we will be ending our location, rotation and scale
Move your cube to a different location (you can use the G Key to grab)
Shrink your cube to a different size (you can use the S Key to scale)
Rotate your cube (you can use the R Key to rotate)
With Autokeyframe, one should be put in for you
Test it out
Click on the shading workspace
Click ADD>Texture>Checker Texture
Choose two colors for your pattern
Connect the color node to base color
Add a timeline into your workspace
Get between your two work areas (you will have a double arrow
Right Click and select Horizontal Split
Switch the editor to timeline
You will need to add a keyframe for your Texture
Hover over your texture node and press I to insert a Keyframe
You should have a Material in your Summary
Expand it and you should see Shader Nodetree with a keyframe
Add a keyframe by hovering over the texture node and pressing I key
Scrub over to frame 10
Change the color 1
test
repeat with frame 20, 30 and 40
Armature
Make sure yiou are in modeling workspace
Add 8 loop cuts to all the arms and legs
This is where your bends will happen
Switch to OBJECT MODE
Select everything and join them all by pressing Control + J
Now we will add the Armature
Select Wireframe View
Next we will ADD Armature
The armature is sililar to the joints and bones
Switch from Object Mode to Edit Mode
Move your first piece to the center and scale it do that the top joint at the arm height
Select the top joint and press E to extrude the next pieceto the shoulder
Extrude that joint to the elbow and continue until all the bot is done
Once you have this done, switch back to object mode
Deselect all the armature
Select the object first
then select the armature by hitting control + shift
Press Control + P to make it a Parent
Set Parent to Automatic Weights
Deselect and select just the armature
Switch to Pose Mode
Press R to rotate and pose