Yet another distracted Blendering I did recently.
This time I had a specific goal. To create the minimum of geometry and use Modifiers
to do the heavy lifting. It did not turn out quite as I wanted, but there were some good bits so...
Looking at the Portal Weighted Companion Cube
that I got as part of Funko Pop! Chell
, it seems highly symmetrical, apart from the heart.
I started with a plane that I moved to the right and above the center point. Then cut it in half diagonally with the Knife
tool and extruded a couple of subdivided edges.
After extruding into 3D two areas I used the Knife Project
to slice two circles.
This did nothing other than create edges which I could then use to remove faces.
This 3D "slice" should be able to be rotated 45 degrees 16 times and we get the cube face! Not quite, needs to be mirrored and then repeated at 90 degrees.
I did try using an Array Modifier
with a Simple Deform - Bend - 360
but it just bent everything, not just the layout. So I switched to using an Particle Emitter
This seemed to work and just need the center reset, so instead of appearing at the extremities of the base plane, would create a single "face". I tried a lot here and I am not sure why it did not work. In the end I settled for Scaling the base emitter plane. First I tried a scale of 0, but that messed everything up, so I just scaled manually until I could not go any further.
Even though there were technically gaps between the "slices" you could not see them, even when zoomed in.
Then I extruded the edges in the base "slice" to get rid of the corner square holes.
Here I tried to use another Particle Emitter
, but Particle Emitters
do not like being Particle Emitters
and everything I tried made things very messy, just emitting from cube.
Then I remembered hearing about Dupliverts
. This took a lot of trial and error but eventually I Converted the Particle Emitter
into a Mesh and Parented it to a Cube with Dupliverts
The key was to clear all the Rotation, Scale and Transforms from the newly created Mesh.
Which made this rather cool basic Companion Cube.
It was a simple matter to add a 2D Mesh
with a Mirror
modifier and use the Proportional
edit to create a heart. This was then Dupliverted
with another Cube and joined to the Companion Cube mesh.
I could not help but add a plane as the floor, set it as a passive physics element and then duplicate a load of Companion Cubes as active physics.
This looked really cool in the Material view when previewed but the resulting animation(that took over 24 hours to create at 1920x1080) looked pretty rubbish because of the corners and edges over lapping.
I might revisit this in future. The initial Knife Project
did not create enough geometry to get nice curves and I now see that the corners do not have a vertical cut anyway. Would have been nice to line up everything, for this I just need to have been more careful earlier on. Could have skipped Particle Emitter
and just stuck with Dupliverts
The end goal would have included making the edges nice and smooth. Now I can also see my Portal 2 Cube has orange lines appearing like cross hairs on each face.