Box Modelling An Anthropomorphic Rabbit In Blender

I’ve been 3D modelling an anthropomorphic rabbit for my project with John Fulton.

Here are a few process screenshots:

RabbitModel1

RabbitModel2

RabbitModel3

RabbitModel4

I learned a couple of nifty tricks in Blender doing this:

  1. Edge Slide:  This allows you to select an edge loop and slide it along the geometry without affecting the overall shape.  Here’s the Blender documentation on it:  https://docs.blender.org/manual/en/dev/modeling/meshes/editing/edges.html
  2. Rip:  This allows you to rip a mesh along  seam, sounds easy to do but without this feature you would have to duplicate vertices and edges.  Here’s the Blender documentation for it:  https://docs.blender.org/manual/en/dev/modeling/meshes/editing/vertices.html

Perspective Distortion

When I was doing a drawing of a figure in perspective the other day I got to wondering why some perspective drawings are more distorted than others.

For example if you take a photo of your head from really close up, your nose appears really big and your ears appear really small and pinned back.

To better understand this I had a play about with a simple block figure in Blender.

First I took a shot of the figure from 2 meters away:

PerpectivalDistortion3B

And then I took a shot from 6 meters away:

PerpectivalDistortion4B

So this shows that the closer the camera is to the subject, the more distorted the subject will appear.

My reading on this matter suggests that most portrait photographers use distances of between 2m and 6m. So I think maybe if I get used to drawing figures at 4m away the perspective distortion might look most natural.

Dieselpunk Architecture Concepts Part 1

I’ve been looking into some architecture concepts for my digital comic project.

I quite like the look of dieselpunk architecture which has a lot of art-deco elements.

Here’s a few sketches:

ArchitectureThumbnails2L10 ArchitectureThumbnails2L11

Then to further develop my thoughts I did a 3D model in Blender:

Building6L1