| Author | Gaurav Nawani |
| Hyperlink | http://www.geocities.com/gauravnawani/tutorials/beginner/a-vase-modeling.html |
| Category | Modeling |
| Title | Creating a vase in Blender |
Vases can be a work of art. I had an ancient, beautiful vase in my home,
which drew cries of admiration from everyone who visited our home. Then one day
my big-brother toppled and broke it. Fortunately, the vase we are going to make
in Blender is virtually indestructible.
Blender is very powerful modeling and
animation package and have very efficient work flow, combination of keyboard
shortcuts and the UI make that possible. Modeling the vase in Blender is pretty
simple, and we are going to take you through the steps to create it. For this
lesson we will be using Sub-Surface modeling. Before we begin lets first explore
the Blender interface a bit.
Interface components or tool name are
highlighted by this colour.
Keyboard
shortcuts are highlighted by this
[colour].
Part 1:
First crawls
s
The main interface component in Blender is called a
'window'. Each feature in Blender has it own window. The window is highly
configurable in fact you can change any 'window type' to other just by selecting
the 'window type' from the menu bar. Blender uses 'windows' as interface for all
feature sets, like the 3dView or workspace, buttons window (this window houses
context sensitive tool & options for the 3dView) and all other. Each window can be
identified by the icon at the left most part on the menu-panel, for example here
how the icons for 3dView
and
buttons window
look like.
Blender uses the mouse cursor as the focus point so
all the pop-ups will be at the cursor position. In 3dView there is an insertion cursor, any
object added to the 3dView will
always be at the current insertion cursor position, left click positions the
insertion cursor to desired location.
Blender have two modes of
working,
and
. In
'edit-mode' you can modify the shape of the model by manipulation its edges,
vertices or faces. To get into 'edit-mode' first select the object(right click)
then press [Tab], press Tab again
(toggle) will bring you back to 'object mode'. In 'edit-mode' you the vertices
are shown as dots, yellow if selected pink otherwise.
Every object have
its own pivot point shown by a pink dot, all operations like rotation, scaling
and movement act on the pivot point. Right click is used for selection either
objects in 'object-mode' or editable vertices, edges or faces in
'edit-mode'.
By default the 'Ray-tracing' is disabled in Blender. Press
[F10](Scene) go
to buttons window and on 'Render' panel enable 'Ray' button. Thats about the
very basic primer for your entry in to blender world. We will now start on your
next master piece.
In Blender dragging requires first 'grabbing' the
object. To grab the object select it with right click then press [G] to grab. The
accompanying images will have the setting and options highlighted with light
blue where-ever possible. When ever we mention 'Panel' it always means the
option panel in the buttons window. In the pop-ups you can either press 'Enter'
or click to make a selection.
Part 2: Modeling
Step-1 By default blender 3dView already have some objects, a cube
a lamp and a camera, you can press [F12]
to see the default scene rendered. We don't need the cube, it is already
selected(pink) so go ahead and press [Delete], confirm deletion in the pop-up. To
make the vase we will use 'circle primitive'. To add a circle press [Space-bar] to bring up the toolbox. In it go
to Add>> Mesh>> Circle,
confirm the circle of 32 vertices.

Step-2 Now we will start editing
the circle. You will notice upon adding the circle the circle is in 'edit-mode'
by default. First we will scale down the circle about 5 major grid units. To do
that first press [S](scale) then keep
pressed [Ctrl](Constrained movement) and
bring the mouse towards the circle pivot, the circle will get scaled down in
'jumps'. While scaling you can see units or coordinates change in the menu bar.
Yes the menu bar gives way to coordinate readings any time you move objects in
3dView.

Step-3 We will use extrusion for
creating the shape of the vase. Press [Numpad1] to get in to front view. Keep all the
vertices selected(yellow, [A] to toggle),
now press [E](extrusion) select 'Region'
from pop-up and start moving the mouse upwards(Y axis). Just like the major grid
jumps you can get smaller ones by complementing [Ctrl] with
[Shift]. Now move it up to 1 small grid unit.
Tip: One small unit = .1000
in blender units or coordinates and one major([Ctrl]) is
1.000.

Step-4 Now we will enable Sub-surf
on our vase mesh. Press [F9] (Edit
buttons), immediately you will see the buttons-window will change in options.
Now in the buttons-window go to
'Mesh' panel and press Sub-Surf
button to enable Sub-Surface. SubSurf increases the virtual count of the
vertices, edges or faces in order to achieve smoother angles on the surface
faces. Increase the value of 'Subdiv' to 2 on second spinner button.

Step-5 We also need to enable
smoothing for the surface itself. In the same buttons-window go to 'Link &
Materials' panel. Press 'Set Smooth' button. Press [Z] (3dView Shading) once to get 'solid
shading' in 3dView. The extruded
circle or vase mesh will be shown in shaded mode.
Tip: For free
form view in the 3dView, press and keep MMB while moving the
mouse.

Step-6 In the shaded-mode if you
see any artifacts on the surface then, first select all the vertices by
pressing [A] then press [Ctrl+N] to recalculate surface normals. Before
proceeding get back to wire frame view([Z] again). You can now save your
work.

Step-7 I am assuming that you haven't
changed the front view [Numpad1] and
3dView is in wireframe shading. If
you had to go through the step5 then first unselected all the vertices by again
pressing [A]. Press [B](box selection) the cursor will change to
plus, drag and create a box around the topmost vertices in order to select them.
Once selected we can proceed to extrude the vase surface. Press [E] then [Y](Y axis) to constrain movement vertically,
now move it .1000 unit upwards. Scale it down to .600. To scale the selection
press [S] then move the mouse, click to
commit scaling.

Step-8 No we have to complete the
vase by 13 more extrusions. I am providing the extruding and scaling
measurement for each step along with directions. Follow the method of extrusion
and/or scaling procedure on them. Make sure you check the coordinates in the
coordinate panel on the menu bar when you are moving the vertices.
1)
.1000 extrude up, scale 1.300.
2) .1000 extrude up, scale 1.200.
3) .3000
extrude up, scale 1.300.
4) .4000 extrude up.
5) extrude and move up 2 big
units([Ctrl]) and then .700 scale
inwards.
The image8 shows the result of first set of extrusions for our
vase model.

Step-9 Up to now we had created
the bulk of the vase and we can see the process in the shaded view, by pressing
[Z]. Before proceeding get back in wire
frame view.
6) .2000 extrude upwards, scale .800 inwards. Next two
extrusions will shape the 'neck' of the vase.
7) .2000 extrude upwards, scale
.600 inwards.
8) .1000 extrude upwards.
9) .1000 extrude upwards, 1.400
scale outwards.
10) .1500 extrude upwards.
11) .600 extrude inwards, and
lastly
12) .3000 extrude downwards.
Before proceeding get out of
edit-mode by pressing [Tab].
Step-10 If you followed right your work will
look something like in the image-9. We will now add a floor underneath the vase.
Go to top-view [Numpad7]. Press Space bar
goto Add>>Mesh>>Plane. Scale
it up to 12 big units. Move the plane left 5 major units and up 5 major units.
The modeling work for our scene is complete and you can view your work in
rendering.

Step-11 Now we need to adjust the
camera. Select it by right-click. Press [Numpad0] to get into
camera view. Grab [G] camera,keep
pressed the [Ctrl] and move the mouse downwards one time, the
value in the coordinated should Dz 1.0000. This will bring the vase in full view
of the camera. Press [F12] to see the your
modeled vase get rendered. Save the file now.

Part 3: Materials & Textures
Step-12 Now we are going to apply materials and
textures to the vase and the floor. We will start with floor first. Select the
floor in object-mode. Press [F5] to bring
up Shading & Materials features in the buttons-window. Press 'Add-new' button to
assign a material to the floor. As soon as you assign a new material the 'Add
new' button gives way to 'material name entry-box' click it and type 'Floor-mat'
for easier identification.

Step-13 After assigning a material
you can now add textures to it. For floor we are going to add a wood image
texture. Press [F6] , the Texture-buttons window opens. In
'Texture' tab click 'Add new' to add a texture channel. Immediately a
'Texture-type' drop down list appears from it select 'Image'. Again a new tab
called 'Image' tab appears next, click the 'Load Image' button and browse to the
texture wood-tile.jpg, select it and press [Enter]. In Xrepeat: and Yrepeat: increase both
values to 4.

Step-14 After adding the wood
image texture, we will now modify the Shading parameters of the floor material.
Press [F5] and got to 'Mirror Transp' Tab
next to Shaders and press 'Ray mirror' and increase the 'RayMir' slider to .20.
And finally Depth 3 (under Ray Mirror button), thats all is needed for the
wooden floor material.

Step-15 Following the procedure in
step-11 add a material for the vase. Then add three image textures namely
vase-tex.jpg, vase-tex-spec.jpg and vase-deco.jpg in three different channels.
You can rename the texture channels by entering text in the Add new box which by
default will show Tex(#). Rename all of them suitably.

Step-16 We had added three image
textures for vase and now we will modify the shading property of the vase
material. Press [F5], in 'Shaders' tab
change 'Ref' (diffusion property) to .400, next change Spec (specularity)
to 1.700 and Hard to 400 also Depth=3. 'Lambert' and 'CookTorr' are the
algorithms user to calculate the diffusion and specular property of the
textures.

Step-17 Now we need to give proper
mapping values to the three texture channels. In the Texture tab(far right) you
can see the three texture channels being visible. The 'Map-input' and 'Map to'
tab will change the value of only the channel which is currently
pressed(vase-tex). So to modify the properties of other channel you have to
first select them. Go to 'Map input' Tab select Tube mapping for all three
channels.

Step-18 In Tab 'Map to' the first
texture channel need not be changed. For sec channel disable 'Col' and enable
'Spec' and 'Emit' buttons. Also change the Var slider to .500.

Step-19 For the third and the last
channel change the texture blending mode to 'Multiply' from the default 'Mix'
and 'Col' value to .500. Try out the render now to see the materials you
applied. Also save your work now.
Part 4: Scene Lighting
Step-20 For lighting the scene we will add two
more lamps. You can either add new lamp from the Toolbox [Space bar] or duplicate the original lamp. To
duplicate first select the lamp then press
[Shift+D] and move the duplicate object to desired position. Get in
front-view [Numpad1] duplicate lamp once
and move it down to nearly bottom of the original lamp.

Step-21 In top-view [Numpad7], duplicate from the last duplicated
lamp, move it opposite but equi-distance between Camera and the Vase. Keep it
slightly off the straight line with the camera, as this lamp will be used for
highlighting the side of the vase. Save your work.

Step-22 If you render the scene
now, you will see two bright spots on the floor, caused by the two duplicate
lamps. We don't want that and here is where Blenders 'Layers' feature comes in.
The layers button are visible on the Menu-panel of the 3dView. Two layers will be sufficient for
our scene, to add a layer keep pressed [Shift] and click on the second
layer.
By default we are always in first layer. Blender includes any
layer that is active or layer button pressed in the rendering, just like any 2d
paint program. Neat isn't it!.
Step-23 Select the floor and the original lamp
then press [M](move to layer), in the
layer pop-up push the second layer button as you did in last step. Why you may
ask that we are using more than one layer. Well Blender allows lamps to effect
either 'local' layer or the whole scene, using this feature we can remove those
two bright spots in the render. While we want the two duplicated lamps to affect
the highlights of vase.

Step-24 Select the original lamp
and in 'Shadow & Spot' tab enable 'Ray shadow' to enable shadow generation,
remember shadow casting should be enabled only for original lamp. Select any
duplicate lamp, press [F5], in 'Lamp' tab
click 'Layer' button also click 'No diffuse', repeat that for other duplicated
lamp. Save your work now and if you wish do the test render.

Step-25 If you did a test render
you can see the render with nice shadow. Blender have a GI or global
illumination feature called, 'Ambient Occlusion' this behaves much in the way
natural light behaves, i.e. it also takes into account light bounces among
objects, and this makes the scene more realistic. But for same reasons this make
its computation intensive so if you have slower processor you might have to sit
for long time as the rendering completes.

Step-26 We will now go to World buttons to enable AO. Press [F8] and in the World buttons goto 'Amb occ' tab and
enable the 'Ambient Occlusion'. Here enable 'Use distances' and increase the
'DistF' value to 2.000. Press 'Both' button. Set 'Energy' to .80 and
'Bias' to .010. Render the scene. Most probably you will see noise in the
rendering when it is finished. Depending upon you system capability you can
increase the 'Samples' in AO tab. for this scene it was set to full at 16.

Step-27 Our work is ready for
rendering. We just need to tweak the rendering options to get good results.
Press [F10] and in the 'Render' tab
enable OSA and increase the value to 8. The OSA or oversampling or anti aliasing
make the jagged edges in the render smooth and increase the quality of the
image. If you want to increase the size of rendering then go to 'Format' Tab and
input the values manually. Also here you can change the format for saving the
rendered image. After you are done press [F12] for final render. After rendering press
[F3] to save the image, and remember to
input the proper extension, as Blender does not adds the extension
automatically.

The scene with AO enabled. The image textures and the source blend file
can be downloaded from the downloads section.

Happy Blending!
Gaurav