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Start a new file (Ctrl-X) and delete the default Cube. Press Numpad-7 to make sure the view is set to Top. |
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Select both the Light and Camera objects.
We want to get them out of the way for now so, Press M, select the (see example) and click . The Light and Camera are now on Layer 2.
If you still see them, make sure that only Layer 1 is selected on the Layers control.
The Layers control is located on the Header bar and looks just like the popup menu shown to the left. |
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Right-click the source graphic and save it to your hard drive.
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This will allow us to place an image on the background of the 3D View. We'll use this to trace our source graphic.
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In the Background Image menu, click . |
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Now, click the . |
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Locate the source image on your hard drive. Click it with the MMB to immediately open the image onto the background of the 3D View.
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Adjust the to set how well the image blends into the background of the 3D View.
You want it pretty well-blended into the background so that it doesn't interfere with your modeling.
Close the menu when you're done. |
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Okay, now that we have our work environment setup, let's start with the actual modeling.
Add a Bezier Curve. Spacebar then, | | |
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With your new curve added to the scene, select one of the control points.
Curves have control points while Meshes have vertices. |
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Drag it to the location shown. |
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Move the other control point and position it as shown. It should be obvious that we are going to simply trace the image that we placed into the background.
To continue doing this, simply select the last control point that you place, position the mouse pointer at the desired location for the next control point and, press Ctrl-LMB.
This will add a new control point at that location.
Don't worry about trying to get the curve to look good just yet. Just keep adding control points for this part of the model. |
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Add more control points... |
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more... |
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Okay, now we've got all of our control points in place for this part of the model. As you can see, the curve looks a bit crazy right now. We'll fix most of that by changing the way the curve flows through the control points.
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Press the A-key to select all points. Now press Shift-H to get better flow through the control points. |
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Tweak the control points and handles until you get something similar to this example.
When you're done, press the Tab-key to toggle from the Edit mode to the Object mode. |
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Now, while in the Object mode, press Shift-D to duplicate the curve you just completed. Move it over as shown. |
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We now want to rotate it 180 degrees around the Y-axis. Press the R-key, followed by the Y-key (this will constrain the rotation to be around the Y-axis). While rotating, hold down the Ctrl-key to constrain the rotation. As you rotate, you will see the rotation angle displayed in the Header bar of the 3D View. Rotate 180 degrees. |
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Now, move the rotated curve to align with the background image as shown. You will have to go into Edit mode (Tab-key) and adjust some of the control points just as you did for the first curve. |
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In Object mode, make a duplicate (Shift-D) of the first curve. |
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Tab-key into Edit mode and select the control points as shown. Delete them. |
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We're going to use this to start on the looped end of the stirrer shown in the background image. |
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Reset the object's center.
With the mouse pointer over the 3D View, press Spacebar then, | . |
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Now, position the object as shown. Of course, you need to create and adjust new control points as before. |
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Create a duplicate of the small loop as shown. |
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Select and delete the control points of the new curve as shown. You want to be left with just one control point. |
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Position the control point at the base of the straight section of the stirrer.
Create a new control point at the top of the stirrer's handle. Select both control points and press the V-key. This will straighten the curve into a line. |
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Select each handle of the control points and scale them down (S-key). This step is really optional. I only suggest it because it will allow you to easily move the handles closer to the control point. This is better than having them stretched out so far. This doesn't change any geometry of the curve. |
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Make sure the curve is centered over the background image. |
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At this point, this is what you should have. We've created this model in pieces because it will give us the greatest freedom for texturing, tweaking, etc. |
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Now, let's setup the Camera.
Shift-Click the Layer 2 button so that we can see both Layer 1 and Layer 2.
Select the Camera and press Alt-R. Select . |
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The camera should be facing downward. Position it as shown. You may want to change your layout to match what is shown to make it easier to frame your scene.
With the camera selected, go to the Edit panel (F9) and set the following:
25.00 I have some other settings in place but, they are simply personal preferences that have no effect on what we are creating.
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Also, note that I have a Hemi light in the scene. Only add this (or some other type of light) to the scene if you plan on including something else besides the neon model. You don't need it to see the neon effect. Honestly, I forgot to delete it. It's a leftover from something else I was doing (oops). |
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Now, let's setup the basic shader
Make sure you're in the Object mode.
Select the left piece of the model. Switch to the Shading panel (F5). Click to create a new shader material. Name it "blue". Open the color menu. Set a similar color to the one shown. To close this menu, simply move the mouse cursor away from the menu's interface. |
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Set the following Shader settings:
Click
Set to about halfway
Set to around 0.200
Set to about 35
Set to 1.0
Of course, you may tweak these settings to achieve the exact look you're after.
Apply this shader to all parts of the model except the stirrer's stem. That's the part that is yellowish in the background image. |
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Now, select the stirrer's stem. |
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Create a new shader material as before and name it "yellow".
After selecting a yellow color, apply settings similar to those for "blue". |
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Before going any further, let's make the background for the rendered image totally black.
Click the button (it has an icon that looks like the world). Make sure the toggle button is deselected. You'll see two color swatches. Click the leftmost swatch to bring up the color menu. Set the color to black. |
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Still in the Object mode, select all of the pieces that we've created. Press Alt-C. Select on the popup menu. This will convert the curves to meshes. This is important. Otherwise, the Halo effect will not be visible. |
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As you look at the resulting meshes, you can see that we have sections that are very dense with vertices (we're talking vertices now because we're now dealing with a mesh). There's also plenty of areas that have very few vertices.
The trick to creating smooth neon effects is to have good vertex density. The more dense the vertices are, the "hotter" (or brighter) the effect will appear in those areas. |
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Creating this vertex density can be a tedious process. What we're doing here won't be too bad, though.
It's very simple so, I'll only actually show you a couple of areas. The rest you can handle on your own.
Let's start by selecting the first piece we created. Tab into Edit mode and select the two vertices as shown. Press the W-key and select on the popup menu. Notice the addition of vertices to the segment we had selected. |
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Repeatedly, press the W-key and select until you have good vertex density as shown. |
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To speed things up, you will notice that there are areas where several connected vertices have a similar distance between them. You can easily select them all using the Paint-Select tool.
Press the B-key twice. Notice the mouse pointer is now a circle. This is the Paint-Select brush. You can resize it using the mouse scroll. To select vertices, simply Drag-LMB. When you've completed your selecting, use the RMB or the ESC-key to exit the Paint-Select mode. Subdivide those as you did the others earlier. |
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Okay, this is a good time to do a test render to see where we are.
Press F12.
You probably will find areas like the one shown here. Notice how thin the stem of the neon wine glass appears. You can also see the halo effect on the individual vertices. This is what happens when you don't have enough vertices. The solution is quick and simple. Select those vertices and subdivide them as we did earlier. |
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These vertices have been subdivided. |
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Notice the difference. |
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We're almost done!
Note how the looped end of the stirrer appears disconnected from the handle. This is very easy to fix... |
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Simply select the mesh and add new vertices to bring the two pieces closer together. You add new vertices to a mesh in the same way that you added new points to the original curve. Select a vertex to start from and Ctrl-LMB to add a new vertex. |
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Here's the result! That's pretty much all there is to it! You can play around with the settings to vary the results.
For example, for areas where you want the effect to be brighter, simply subdivide the vertices more to create more density. You can also delete vertices to make areas less intense. You can also create more interesting effects by duplicating the mesh, position the duplicate a little bit behind the original, and changing the color of the shader. After that, adjust the Halo, Alpha, Add, etc. settings to create a combined effect. |
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Here's the same render with a little bit of Glow added in the Video Sequence Editor. |
This effect can also be applied to text created in Blender. Simply convert the text to curves (Alt-C). Then, convert the curves to a mesh (Alt-C). From that point forward, the process is the same.
Good Luck and Happy Blendering! |