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Home » , » Creating a Fancy Watch in Blender, Chapter II.
Sunday
19 May 2013

Creating a Fancy Watch in Blender, Chapter II.

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Blender is a free and open-source 3D computer graphics software product used for creating animated films, visual effects, interactive 3D applications or video games.

Blender's features include 3D modeling, UV unwrapping, texturing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, animating, match moving, camera tracking, rendering, video editing and compositing. It also features a built-in game engine.

Blender has a relatively small installation size, of about 70 megabytes for builds and 115 megabytes for official releases. Official versions of the software are released for GNU/Linux, Mac OS X, Microsoft Windows, and FreeBSD in both 32 and 64 bits. Though it is often distributed without extensive example scenes found in some other programs.

This time the tutorial is a text tutorial. Orginally it was supposed to be a video tutorial but it was not to be. Also, for the first time, there’ll be two things at the bottom; the best pictures created with the tutorial, and also some inspirational pictures that go with the tutorial.

The final result:

The tutorial begins.
Add a subsurf modifier to the watch and set the view amount to 2.

Add loop cuts to sharpen the edges of the watch. (The loop cuts added are marked as red.) Also shade the mesh “Smooth.”

Now we need to model the watch band. Add a cube around the area the picture shows.

Scale the cube down on the Z-axis to make it much thinner.

Add a loop cut in the exact middle of your cube (Press Ctrl+R, then left click).

Delete the vertices selected.

Add a mirror modifier and make sure that it’s mirroring on the X-axis. (Check “Clipping” if you don’t want the mirror to seperate from the mesh.)

Adjust the length of the band on the Y-axis until you reach a size similar to the picture’s.

Take the right face of your cube and extrude a little.

Then extrude the bottom right face on the Y-axis.

Then keep extruding on the Y-axis, and with each extrusion, bring the face down on the Z-axis, gradually.

Add a subsurf modifier and change the view amount to 2.

source: Blender Mesh

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