Trying some archviz

It’s been a long time since I’ve done some architectural or mechanical modelling, but I want to get back into it a bit. It’s also a good excuse to get my hands dirty with cycles. Blender’s not-so-new-anymore render engine. Note: I focused on the house and somewhat the materials. The furniture is downloaded from Blendswap, credit where it’s due. If I start modelling furniture I can just keep going and going, and modelling is not where I want to focus on now. Still a work in progress (obviously), but here are some images:

The outline of the entire house. Well, houses. I designed it to be 2 under 1 roof.

The outline of the entire house. Well, houses. I designed it to be 2 under 1 roof.

And a first go at a cycles render. Nothing outside yet. Maybe I'll open the doors and get some stuff in the kitchen behind it as well.

And a first go at a cycles render. Nothing outside yet. Maybe I’ll open the doors and put furniture in the kitchen behind it as well.


And some of the newer stuff.

With dyntopo and skinmod, I have more or less lost the fun of carefully modelling a character the classic way. Whether it was box modelling or poly-by poly. Because this method is soo much faster:

skinmod proportions>sculpt on top of that>retopo. There is a workflow I’m thinking about regarding rigging characters like this. I was thinking about keeping a copy of the main basemesh, fatten it out and use it as a mesh for the mesh deform modifier which would deform the retopoed mesh. The retopoed mesh can then use a multires modifier along with a shrinkwrap (which you could apply) to get some details from the dyntopo sculpture. These are just some ideas… I have no idea if a multires mesh would actually be more suitable than a dyntopoed one in this case, since the animation would NOT come from the retopoed mesh…

I don’t like multires characters to deform based on the lowest level of subdivisions, because the higher levels of subdivisions might not be weighted as you would expect, at least, in earlier versions of blender. Here’s an example: my MTI newfella character was rigged without subdivisions. Then I added a multires modifier and started sculpting to give him more details (muscles). But then when I wanted to animate him, the details didn’t deform as I expected. Around the elbows for instance, the lower part of the upper arm, and the upper part of the lower arm got a fair amount of influence. This meant the forearm would more or less collapse. I would have liked it if this would have stayed confined to just around the elbow. The mesh without subdivisions deformed just fine, but then again it didn’t have any vertices in the area that was affected.

But then again, that was a few versions ago, and upon opening that example file again in blender 2.66a, the multires didn’t deform badly, it looked okay.

Enough crap. Images:


I wanted a new default humanoid skinmod. This is the result.

And the rest after the “Read more” bit.

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What’s been happening lately?

Right now I’m in Phuket. I’m sitting in a room I’m renting for a month while trying to find a job here. It’s been a whirlwind of driving round different companies with a friend who lives here, but right now I’m taking it easy. Last post I mentioned that my laptop got stolen, on the nightbus from Medan to Bandah Aceh to be precise… Don’t get any doom ideas about Indonesia being a terrible place, far from it. Most people I mention (or mentionED, since I’m no longer there) are rather ashamed that it happened in their country.

It still sucks off course and I lost a LOT of work, photos etc, but at least I have some screenshots of the 3D stuff on facebook. Whenever I’m in a new place and I’m working on something and I show people they go oooh, aaah and wow. For the people who are a bit into 3D, my work is not so special, but still, I like it and I’ll keep doing it. Just not with the same enthusiasm as a few years ago. There’s just too much else to do out there🙂

I wanted to update my blog with some “new” images. The ones I’ll post here are mostly from wok that has been stolen, so I don’t have the files anymore. Maybe next post I’ll update it with NEW things of which I DO have the files.

Get ready for a lot of images:

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Removed the files to stickman

For certain reasons I’ m not going to mention here now, I’ve removed the file for stickman and devilman.

If you still have the file: good for you. You can use it for personal, BUT NOT for commercial use.

If you don’t have the file: well… too bad.

Recently, my bag with laptop, hard disk, etc and all my work for the last 2 years was stolen, including a LOT of stuff I haven’t posted here. I’m working on a few new projects to get me in a bit of a happier mood again, and I might actually upload that old version of blockman I used to have lying around… If I still have the backup somewhere… Rig is quite outdated by now, still handles nice, but I have a better one, and I HAD!!! a much better one that was stolen. Bloody morons probably won’t know what to do with it…

Happy mode not working so well right now.

Thoughts about releasing my rigs

More than a year ago I started working on a new rig, which would be my new “default rig” for blender. In the meantime I have finished another smaller rig or two. The last one being MTI_stickmanV4. I have not released that one yet, and there is a reason for that.

I only started the remake of stickman because I was asked to and would be paid for it. We came to an agreement, but my client did not hold his end of the agreement. Fortunately, I did not send him the final result. He just has an old alpha version which still had a number of bugs, which from a usability point of view make it useless.

But it does mean I started rethinking how I will release my rigs. This is not the first time something like this happened, and I’m getting fed up with it. I keep working on my rigs, but I’m seriously considering not sharing them anymore, or start a small web-store where you can just buy a license for it instead.

So right now I only have blender 2.4X series rigs available for download, and I don’t think I will release my 2.6X rigs. Not for free anyway. I know there’s a bunch of you out there who have been waiting for some time for me to finish another rig. Sorry, but I will not be releasing them for free anymore. I hope you will understand.

I also have an actual update. I finished the facial system, nice and flexible. I made a version of newfella with 5-finger hands (the normal one has mittens), just so I would have one character that has all the features I consider to be “default”.

Facial rig in place, and a version with different arms.


Hey everyone.

It’s been a looooooooooong time… How have you been? Still traveling the world, currently doing a dive master course, but I had some time to work on something new… well…. old AND new. I’m redoing MTI_stickman. The reason for that is that he is still very popular and gets downloaded a lot, but well honestly, he’s the only character that still makes me some money every now and then, and someone asked me to do a 2.5 version.

So coming soon: an old character with a shiny new rig. Same features as before, but more features to go along it, smoother bending in the joints, some more options like control the bendyness of the character without having to use all the tiny little cubes. You can still use these by the way. I came to call those the “freestretch system”. Some things have been simplified, and you have a nice rig menu where you can find everything.

Here are some images and a youtube video:

Looks about the same, handles a lot better.

Here are the work-in-progress colours.

Just starting to take shape.

And he needs a new logo.


So hey, I’ve been in Sri Lanka for about a month now, and I’ll be staying for another month before traveling to the next country. You can follow all of this on my new site: and I encourage you to do so, because I will be updating it more frequently than this site, and it has a lot more photos.

I’ve been staying mainly in Kosgoda for the first few weeks where I did volunteer work, with trips mostly taking place during the weekends. The volunteer work was with turtles, but you can see it as more of a holiday since most of the people who come here are gap year people. The work is not hard. And even though one might argue that cleaning the turtles and turtle tanks is dirty, it is still pretty light labor.

But now my time in Kosgoda has ended, and I’ve moved down south to a place called Weligama, where there is a big project about handicapped people. This project is so vast it makes the turtle project I was at previously pale in comparison. Not that it is any less luxurious, far from it, but there is just soo much more serious work to be done here. Stuff actually needs to be build and maintained here.

And that’s where Blender came in the second day I was here: They had previously built a tea nursery/plantage, but they used wooden poles, and woven ropes, which rot away very quickly around here. Which means the tea also rots/gets eaten by bugs, etc… So they asked me if I can weld one out of metal pipes. I can weld a little, so I said yes. But it turned out they did have the plans in their head, but not yet in paper. So to visualize it for myself, and to more easily calculate the lengths we’d be needing, I quickly drew up something in blender. The thing isn’t build yet, and I wonder how well it will go. The main idea is that the tea nursery is on flat ground, but the actual nursery is on an uneven slope. I’ll also be welding material I’ve never welded before, but hey I’m curious how it will turn out.

Here are some images. The blender drawing, and the photos of the current tea nursery:

Won't win any beauty awards, but it gets the idea across.

Welcome to Hellabeem.

The old tea nursery.