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Adding my Name... [message #25586] Mon, 04 April 2011 04:05 UTC Go to next message
avatar Ray716  is currently offline Ray716
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Greetings.

So, all my friends have told me i need to add my name or logo to my designs so i can get credit for them. Well, i was wondering if people had some suggestions on the best workflow to do this in order to get a nice looking model when done? More than likely this will be on curved surfaces but there will eventually be flat surfaces too.

I'm using Blender 2.49.

my first attempt I wrote out my name and converted the Text into mesh, Then i bent the mesh and aligned it as best i could to the location on the model i wanted it. Then i made faces or in some cases i extruded the verts then merged all of them to the center of the group of verts. Afterwords it kinda looked messy.

Second attempt. I learned how to use the Retopo tool which got the alignment and shape better, but the joining of the two meshes is still awkward looking...

Thanks!

Ray


www.RayTomlinDesigns.com
Re: Adding my Name... [message #25596 is a reply to message #25586 ] Mon, 04 April 2011 10:44 UTC Go to previous messageGo to next message
avatar stuartar  is currently offline stuartar
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Hi Ray,

Have you had a look at the Shrink wrap Modifier?.

http://wiki.blender.org/index.php/Doc:Manual/Modifiers/Defor m/Shrinkwrap

It may be useful to have a play around with it.

Cheers

Stu.
Re: Adding my Name... [message #25631 is a reply to message #25596 ] Mon, 04 April 2011 22:53 UTC Go to previous messageGo to next message
avatar Ray716  is currently offline Ray716
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Thanks, i will try that.


www.RayTomlinDesigns.com
Re: Adding my Name... [message #25682 is a reply to message #25631 ] Wed, 06 April 2011 01:32 UTC Go to previous messageGo to next message
avatar TurtlesAreCool  is currently offline TurtlesAreCool
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Oh, yes! The shrink wrap modifier is GREAT! Just be careful to apply any "extrusion" after the shrink wrapping - otherwise, your 3-D words will become 2-D words...
Re: Adding my Name... [message #30583 is a reply to message #25682 ] Mon, 11 July 2011 01:46 UTC Go to previous messageGo to next message
avatar TurtlesAreCool  is currently offline TurtlesAreCool
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Ray,

I realize this is a mild form of thread necromancy, but...

Did you ever reach an amenable solution for the text/logo problem?

In case you did not: I discovered in my last project how to use the curve modifier to bend text (no more manual stuff!) - have you realized this also? Just create a curve for the text to follow (remember, bezier curves can be actual curves or line segments) and add the curve modifier to the text object. It's possible and beneficial to do this before converting the text to mesh.
Re: Adding my Name... [message #31110 is a reply to message #30583 ] Mon, 18 July 2011 23:05 UTC Go to previous messageGo to next message
avatar Ray716  is currently offline Ray716
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I did figure it out... in a few different ways. I created a fun logo that i think will work for my jewelry designs, and will be easy to implement in multiple ways. I also figured out how to use shrink-wrap... as far as curves go.. ohhh i LOVE ME SOME CURVES!!! I just wish you could fork them instead of just having a single line... it would make some things sooo much easier!!!

Eventually, i will post pics.. i've just been so busy with real life...

Ray


www.RayTomlinDesigns.com
Re: Adding my Name... [message #33020 is a reply to message #25586 ] Sun, 21 August 2011 14:25 UTC Go to previous messageGo to next message
avatar GlenG  is currently offline GlenG
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Hey Ray,
No help on this problem but you should know there is a new version of Blender available, v.2.59. Seems to have improved free form sculpting tools. Check it out.

-G


"Where the spirit does not work with the hand, there is no art."
Leonardo da Vinci
Re: Adding my Name... [message #33115 is a reply to message #33020 ] Tue, 23 August 2011 03:53 UTC Go to previous messageGo to next message
avatar Ray716  is currently offline Ray716
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Thanks GlenG, already upgraded AND i got a Wacom Bamboo for my birthday!!! Been too busy to play around with it.. but hopefully soon i will be getting more stuff up and printed out... We shall see. Very Happy

Ray


www.RayTomlinDesigns.com
Re: Adding my Name... [message #33293 is a reply to message #33115 ] Thu, 25 August 2011 10:48 UTC Go to previous messageGo to next message
avatar electrobloom  is currently offline electrobloom
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Hi, Another way is to use a hires bitmap of the text you want, position it using UV tex mapping and then apply a displacement modifier. If you also apply a subdiv modifier to the mesh you can get supprisingly good results. I've used this method to engrave whole slogans in script text around bangles before!


The Digital Gardener. Balancing technology and nature. Planting digital flowers. Manufactured by 3D printing. Customized by you.
Re: Adding my Name... [message #33338 is a reply to message #33293 ] Fri, 26 August 2011 02:40 UTC Go to previous messageGo to next message
avatar TurtlesAreCool  is currently offline TurtlesAreCool
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electrobloom wrote on Thu, 25 August 2011 10:48

Hi, Another way is to use a hires bitmap of the text you want, position it using UV tex mapping and then apply a displacement modifier. If you also apply a subdiv modifier to the mesh you can get supprisingly good results. I've used this method to engrave whole slogans in script text around bangles before!




Wow - that's really clever. I'll have to try that sometime. I wonder if that might work better than the boolean modifier system I've been using, which gives good results, if you don't mind waiting a long time for it to process and don't mind horrible topology.
Re: Adding my Name... [message #33400 is a reply to message #33338 ] Fri, 26 August 2011 20:56 UTC Go to previous messageGo to next message
avatar LeftySpinhand  is currently offline LeftySpinhand
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I'm a 2.49 blender-er, myself, and "Crazy topology" is the one reason I don't play with blender-oolian functions.

I get all the use I need from the shift+w warp in editmode!

Grooving on that UVmap + Displacement mod trick!

That'd seem to be the way to go, imho.


Thanks for listening,
-Lefty
www.shapeways.com/shops/lefty
Re: Adding my Name... [message #33496 is a reply to message #33400 ] Mon, 29 August 2011 11:14 UTC Go to previous messageGo to next message
avatar electrobloom  is currently offline electrobloom
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LeftySpinhand & TurtlesAreCool thanks!
Glad you like the technique. I like to avoid messy boolean meshes and the displacement mapping process means that you can also move the text easily if you need to reposition.
I could write a short but sweet tutorial if you want to know more?
Mark.


The Digital Gardener. Balancing technology and nature. Planting digital flowers. Manufactured by 3D printing. Customized by you.
Re: Adding my Name... [message #33510 is a reply to message #33496 ] Mon, 29 August 2011 15:03 UTC Go to previous messageGo to next message
avatar stuartar  is currently offline stuartar
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Tutorial sounds good! Smile
Re: Adding my Name... [message #34914 is a reply to message #25586 ] Thu, 22 September 2011 20:52 UTC Go to previous messageGo to next message
avatar roofoo  is currently offline roofoo
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Would using a 16bit texture rather than 8 bit for the displacement, make much of a difference? That way stairstepping would be reduced. Just wondering if Blender can use all 16 bits of information.


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Re: Adding my Name... [message #34916 is a reply to message #34914 ] Thu, 22 September 2011 21:15 UTC Go to previous messageGo to next message
avatar Ray716  is currently offline Ray716
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What i've finally figured out to do is Make my design, Shrink wrap it to the surface that i want it to be on, then extrude it back into the design, Works well enough.. if with some.. Intersting topology due to the design it's self.

How would you use an 8 or 16 bit texture for displacement?

Ray


www.RayTomlinDesigns.com
Re: Adding my Name... [message #34920 is a reply to message #34914 ] Thu, 22 September 2011 21:39 UTC Go to previous message
avatar TurtlesAreCool  is currently offline TurtlesAreCool
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In my experience, the limiting factor that causes stairstepping of the displacement is not the texture but the number of vertices which is receiving the projection. Your texture probably should not have sharp edges in most cases - you'll want to do a slight Gaussian blur before you use it. At least, that's been my experience with doing bump mapping.

 
   
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