I was very excited to see this project. Not only was it an excuse for me to play with Tinkercad again, but I wanted to use it as an excuse to push my knowledge of Blender past just animating (which is all I did in that program before). I wanted to take advantage of that to truly push both my modeling skills, but other skills as well in the 3D field.
For the 3D design tools, I wanted to showcase all the techniques taught in the tutorials. I struggled the most with his face, which is an awkward shape to make in Tinkercad, and the hands for all their little details and adjustments that were difficult to tweak in the program. I had the most fun modeling the notebook and messing with the duplicate tool and text tool.
And just to note, Baldi is a character from the game Baldi's Basics. The image above is the character's model in game. I wanted to try and replicate an already existing model by eye.
I found codeblocking to be significantly harder than the 3D design tools. With all the precise math measurements when it came to movement, sizing, rotation, and remembering which axis was which, it took me a significantly longer time to complete this model. However, I managed. I did have the most fun doing the expression and the hands, which were very rewarding to see finished.
The character I based this model on was Four from Battle for BFDI. His blobby shape felt like a very fitting fit for Tinkercad.
First half of code
Second half of code
As fluent as I claimed to be in Blender before, I was sort of exaggerating. Although at the beginning of the semester I was fluent in Maya, Blender was almost completely new to me. I knew nothing about the shortcuts, features, navigation, nothing. This was an issue, since I was going to have to 3D model a lot more this semester for other classes. So, I figured I would learn Blender by making the main character of that game project as a rigged character that can move. Rendering was not my focus here, I just wanted to make sure the model functioned as intended.
Spotty is the "player character" of the game. They're a cat-dog plush who is not having a very good time. These are the concepts I started with to make him.
The first thing I did was model him. I polygon modeled him, meaning there was a lot of extruding and precise shaping. I got some help from my friend who is way more fluent in Blender when it came to shortcut usage and little tips and tricks here an there. He also gave me some tips on how to utilize sculpting, which I used way more in my Benchmark #3.
The next thing I had to do was UV unwrap him and texture him. I cut him and and did all the texturing inside of Blender using the texture painter in the program and my drawing pad. It took a while, but I think he came out super cute.
Then I had to rig him. This byfar too the longest to do. Not only did I have to build a functional skeleton that worked alongside Rigify, but I had to make sure all the parts of his body were properly weight painted so that movement was functional and somewhat natural for a plush. It took forever, but I got it to work. And with some finagaling in the compositor to make a nicer render and using my knowlage of animation in Blender...
This is how it turned out! Now I just need to make all the other animatoins for this project.
As I was working on the Bender assignment, I used many tutorials to understand how to weigh paint and utilize Rigify to its max ability.
Blender 4.0 - Texture Painting quick start guide - https://youtu.be/iwWoXMWzC_c?si=q8z9NjaE5w5hx7vV
Rigging for impatient people - Blender Tutorial - https://youtu.be/DDeB4tDVCGY?si=66TCo_M_K78qOSuV
Rigging for beginners - Blender tutorial - https://youtu.be/m-Obo_nC3SM?si=RMsG283NP-PnkVTa
How to Fix Rigify Errors in blender 4 0 (Stick Man Rig Update) - https://youtu.be/OztTaW3wnoo?si=5JxaO7ZwFWvcySf6
Blender Compositor Introduction | Using Layer for better Renders | Tutorial - https://youtu.be/iP3JTnjeo3g?si=6cgI3TRNK2-yA3px