Graphics Programs Reference
In-Depth Information
3
PrePAr Ation
In this chapter, you'll learn how to best lay the
groundwork that will make creating projects in
Blender easy. This includes gathering and creating
references, designing your characters, planning
the composition of the final image, and setting up
Blender to make the resources you have gathered
available while you work. At the end of the chapter,
we will be ready to start modeling our projects, with
a more solid idea of what it is we want to create and
how to go about getting there.
that I made for characters before choosing the
Bat Creature design used in this topic.
Creating, Finding, and Using References
Concept art serves two purposes: First, it is a quick
way to experiment with ideas, and second, it serves
as a guide to refer to when creating your project.
This means that you don't need to keep the whole
of your idea in your head all the time, and you can
plan ahead for the different parts of your project,
saving you time and effort. Use your sketches each
time you begin part of your project as a reminder of
your goals. You can use reference images or concept
art directly in Blender or GIMP to help with the
modeling and texturing process, whether you use
them as background images or as a starting point
for projecting and baking textures.
When conceptualizing your project, consider
whether there are real-world references that you can
use. The Internet is a great resource, of course, as
are topics, objects around you, and your own photo-
graphs. For example, when developing the Jungle
Ruins project in this topic, I began by searching
Concept Art and References
Any project requires research and preparation.
Before creating the projects in this topic, I spent
some time thinking about what I really wanted to
make, collecting reference images, and creating
basic concept art to keep me on track.
When preparing to tackle a particular proj-
ect, play with various rough ideas and designs,
discarding or changing ones that don't work quite
right before spending a lot of time on any one.
For example, Figure 3-1 shows various sketches
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