Category Archives: 3d

Zbrush, c4d etc…

Spongebob Squarepants Pineapple House

Are you ready kids?
Aye-aye captain.
I can’t hear you…
Aye-aye captain!

OooooOOooo Who lives in a Pineapple under the sea?

That’s quite enough of that… I wanted to make something fun for my daughter as a Christmas pressie for her Uni flat and stumbled across a planter in the shape of Spongebob Squarepants house on Thingiverse and thought that would be a good idea. Sadly, I can’t remember which one I used and there are several on there if you search.

To put in the top, I ordered a pack of Ikea fake plants called Fejka and then took measurements of the pot size.

FEJKA apparently. Ikea’s finest

Once I had that worked out I was able to edit the mesh I’d downloaded so it would fit into the print. I also removed the chimney as I didn’t want that printing at the same time. My original plan was to print that seperatly and paint it before gluing into place but I ended up making one from scratch out of metal tubing and Milliput.

Then I kicked off the print.

printy printy

And watched it print.

And it kept printing.

And still it printed.

Until it finally finished over TWO DAYS LATER!

I’d made a bit of a rookie error and not adjusted the print setting much. I wanted the insides to be quite rigid as it may end up with a real plant in it but I may have not worked out my setting properly. Still, it worked out well without any problems with the print.

Finished at last

It worked out fine in the end but needed sanding and cleaning up.

To paint it, I first primed it then sprayed it yellow. I didn’t like the solid yellow so tried orange. I didn’t like solid orange so sprayed it from above to get a zenithial yellow/orange combo.

3D printed Spongebob Squarepant pineapple house
The final 3D printed Spongebob Squarepant pineapple house with scratch built chimney

The final piece came out well, but I keep seeing little things I wish I’d spotted when I was sanding it but you don’t notice unless you squint up close.

The golden ward painted

Masks of Nyarlathotep – The Golden Ward prop

The following post is about making a small prop of the Golden Ward for the the Masks of Nyarlathotep Peru chapter so contains minor spoilers.

Spoilers ahead

As part of the first session, the investigators stumbled onto a mysterious golden item in the basement storage area of a university they visited. I wanted to make a prop for them of this to have as props are a great part of any game and it adds to the flavour of the evening. I have bought the excellent HPLHS prop set for the Masks campaign but there isn’t a prop for the Ward, most likely because its supposed to be 2 feet long. A bit too big to ship cheaply.

The Golden Ward is a basic shape so thought I could create a model myself. I sat down a few weeks ago to try and sculpt it but didn’t get far and so it ended up on the back burner. With only a few days to go until the next session, I suddenly remembered it wasn’t done. So I fired up Cinema 4D and made the basic shape by chopping and shifting some points around until I had the form right.

Cinema 4d wireframe

Cinema 4d wireframe

It looked right and with a little bit of roughing up, I had enough to export from C4D into Zbrush.

test render

test render

In zbrush I divided it a few times and then roughly carved symbols into the mesh. I don’t have any in progress shots but I did most of the work with the clay tubes brush and hpolish. I did dip into a few other brushes but I was flying so fast I didn’t keep track of what I was using. What I was aiming for was a roughly carved and damaged look, the Ward has been well traveled and isn’t in the greatest of shapes, so needed to look damaged.

I kept shifting between the red wax texture and the gold texture to see how it was looking in zbrush. Once I was happy with it, I hit it with decimation master, going from 11 million polys, down to 478,085, a pretty big drop. I could try to get it down further but didn’t want to ruin the mesh.

The golden ward, in gold.

The golden ward, in gold.

I then exported the obj file to print on my iiip 3d printer. My first thought was to print it at 45 degrees across the bed to print it as big as possible. I ended up with a print time of about 6 hours this way plus I wasn’t sure if I had enough filament, so settled for a smaller size.

golden ward in cura

golden ward in cura

My printer doesn’t have the greatest of resolutions but it came out ok in a couple of hours. I sanded it to remove the print lines and gave it a coat of thinned out Liquid Green stuff to help with any parts I’d missed. I then painted it with some Games workshop paints and its done, ready for the game.

The golden ward painted

The golden ward painted

You can read all about the jolly hi-jinx of the team in my session write ups and the file for this is available on thingiverse.

I’m making a note here, huge success

Well, nearly…

Monday night (May 27th) was FE Suffolk night and I’d volunteered to give a talk about my use of Cinema 4d and how I have used it to make content for websites, games, videos and other such tomfoolery. To try and make it interesting to the web people in the audience who have probably never been near a NURBS or a metaball in their lives, I thought it would be more fun to demo both Cinema 4d and Unity to give an idea about how a 3d app can be slotted into a workflow. That was the theory anyway but as the saying goes, the best laid plans…

I thought a good way to grab the audiences attention would be to build an iconic object from a well know game so picked the weighted companion cube simply as it’s a cube shape so works well with going from a primitive shape up to something more complex. I built the cube on a Sunday afternoon the week before the talk and spent about a few hours over the next couple of nights putting the texture together while having some fun with the model.
Cinema 4d Cube
This shows my step by step process starting with a primitive cube. The second one is a demo to show a default cube with its standard UV and how simple it is to drop a texture on to get a basic object textured. The third cube is me using a boolean to build some of the shape up, yeah yeah yeah… booleans are not the best way to work but sometimes they can be used to get good results. The fourth cube is the final thing cleaned up and then five is the final textured cube with the UV’s cleaned up as the process of modeling the cube creates some horrible overlapping on the UV. I would go into depth on what some of the terms are but I doubt I could explain them well enough without a load of pictures.

The final result isn’t bad for a few hours work and it’s free to download from the freebies section of the site.

companion cube

A quick video was rendered up to show an example of dynamics.

I then edited an existing Unity sandbox I’ve made to include the cube, along with a script to interact with it (pick it up and chuck it) but I left that as a backup as I really wanted to demo how to import objects from C4D into Unity and then work with them. The landscape was built using a selection of the default items and scripts within Unity but some of the assets are mine such as the crate, the rather crude toilet (crude model rather than crude as in rude) and the picture of famed Sci-fi author Isaac Asimov is something I don’t really think I can explain. Finally I installed the unity player onto my laptop, tested it, copied all the files over and then set off for the talk.

My talk was right after one called ‘Javascript without jQuery’ by the main man of FE Anders Fisher, I got up, plugged the projector cable in the laptop and was greeted by what had to be the smallest screen in the world. My laptop, in an attempt to display the small resolution of the projector, crushed all of the C4D screen into a mess of jumbled screens. So for those that haven’t seen C4D before, this is what it should have looked like:
c4d-largescreen

Not like this:
c4d-icklescreen

YOWZER!

So not one to be daunted too much, I shuffled on and managed to go through a few of the steps I took in creating the cube and explaining a bit about UV mapping. I should add that while UV mapping is a pretty important step when trying to make a good model, its also one of the most mind numbing processes ever developed by man, and it often takes me the longest out of any stage of making something as I tend to lose the will to live while UVing.

The biggest hurdle came when trying to work with unity as I couldn’t find any of the stuff I wanted to talk through properly and then to rub it in further, the object imported fine into Unity but refused to be imported into the scene. I ended up going straight to the finished version and back-peddling through the steps to show how I added a box collider and a rigid body then applied the script to the scene.

The test scene worked fine in Unity but fell over when I exported it and ran it as it turns out theres an export to offline mode. Well I didn’t know did I? It seems you need a whole load of js nonsense to make it work and without an internet connection it just fails so theres a little tickbox for export to offline mode that pumps out the needed files. You live and learn.

In the end I think I got there, just about, but I think GLaDOS had a hand in a few of the things that threw me off.

A big thanks to Kerry Buckley for taking a photo of me mid ramble.
dr cube and the unity 3d cinema 4d nightmare from hell

If anyone has any questions, feel free to chip in below but finally… here’s the link to the scene: FE Suffolk Unity Demo