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Monthly Archives: February 2013

In the last tutorial, we discussed how to create a basic cymbal with simple texturing. In this tutorial, we will add a logo to the cymbal. This should be your starting point in this tutorial.

Part 4

 

If you do not have that, you can go back to my last tutorial and create it here. Without further  ado, let’s add a logo to this cymbal. For this part of the tutorial I decided on the Sabian logo. You can Google it for a larger version.

SABIAN_Logolg

 

First you want to UV unwrap the cymbal where you want to add the logo. Go into edit mode, go to the top view, select the vertices that will have logo on it, then hit ‘u’ and project from view.

part 1

 

Once the cymbal is unwrapped, go to the node editor. Add an image texture, and open the Sabian logo image. Connect the vector input to the UV texture coordinate output from the last tutorial. Then, add a mix shader. Set the output of the image as the fac input of the mix shader.

Place the anisotrophic shader as the first input, and a black diffuse as the second input. The output of the mix shader should go to the material output now instead of the anisotrophic shader from earlier.

part 2

 

With this setup you should have the basic logo appearing in the render view.

part 3

 

This looks good, but the logo just looks like a shadow. In order to give it more detail, add an anisotrophic shader and a mix shader to the diffuse shader from before.

part 4part 5

 

Now the logo should be more reflective, and should look like spray paint on a real cymbal. That is it for this tutorial. The next tutorial will go to rendering this realistic beauty.

Happy Blending!

Nick Bobryk

Welcome back!

In the last part of this multi-part tutorial, we modeled a basic cymbal. This Should be your starting point for this part of the tutorial.

cymbal_0000_Layer-6

If you do not have this as your starting point, go back to my other tutorial here. This cymbal has barely any detail for a reason. All of the detail will be achieved in texturing. When it comes to realism, it is better to achieve detail in the texturing rather than the modelling because a detailed model will render much slower than a low poly model with complex texturing.

Starting from this point, you want to go into the node editor with the cymbal selected. Create a Anisotropic BSDF shader and connect it to a material output. The shader should be colored with hex code #F2A95F. Set the roughness to .05 and the anisotrophy to 1. that will get this result. (I rendered with a basic HDR image as the light source)

Part 1         Part 2

Now for the rings. The rings are a little complicated for words so here is an image of the node setup. Connect the multiply node to the displacement of the material output, and you will have a simple node setup for a semi-realistic cymbal. you could stop here and be fine. The next steps would be for creating images of close ups like I did. Here is the final product.

Part 4

That is all you need to do to make a basic cymbal with basic texturing. In the next part of this tutorial, I will explain how to make this better.

Happy Blending!

Nick Bobryk

 

In this multi-part tutorial, I will be explaining how to create a photo-realistic cymbal from scratch. This part of the tutorial will focus solely on modelling the cymbal. I is a very basic process, so feel free to skip this tutorial and make one yourself. If you wish to learn how to quickly model a cymbal, keep reading. When you are finished with this series, you should have an end result like this:

sabian

First, you must start with a circle. Create the circle with n-gon filll type.

cymbal_0005_Layer-1

This circle is the base shape for a cymbal so after a few clicks you did most of the work. Now you must extrude the outer edge inward. Once you do that, you must delete the innermost face, and move the inner ring upwards to create the effect seen here.

cymbal_0004_Layer-2

Once you have this completed, extrude the inner ring inwards a  tiny bit, extrude it inwards halfway, then move it up. Extrude the ring in again and merge the vertices to the center. You should have this one you are finished.

cymbal_0002_Layer-4

Now for the bottom. You must extrude the bottom to look like this,with a merged point in the center.

cymbal_0001_Layer-5

Finally, add a subsurf modifier, and your cymbal is modelled, and ready for texturing.

cymbal_0000_Layer-6

The next tutorial will focus basic texturing. If you had trouble with this model, you should check out http://www.blenderguru.com/. Andrew Price makes great tutorials on modeling, texturing, and even photo-realism using Blender.

Happy Blending,

Nick Bobryk

Hello everyone!

This is my first post on this blog, so naturally this is going to be an introduction of the blog and an introduction of myself.

Firstly, you are probably here to learn about Blender and I promise that you will. There is a vast community with a large amount of resources for you to take advantage of. I will contribute as much as I can, and hopefully that will be sufficient. 

As the about page says, I am a 3D animator and game designer from New Jersey. I started using Blender in 2008, and I have been using it regularly. In the beginning, I had no idea where to start or where I was going. Now that I have a good hold of the program, I can utilize every aspect of it to make creating easier.

This is what I hope to achieve with this blog. I want to make creating come naturally to you. An idea can look amazing in your head, but without the proper knowledge of how to execute that idea, it can turn out badly.

Lets stop this intro business and get to the learning shall we?

Happy Blending!

Nick Bobryk