Graphic PIZiadas

Graphic PIZiadas

My world is in..

Fantasma's Halloween and Blender

Fantasma_1As the last course, we will use a topical issue to motivate our class modeled in Blender.

Leveraging traditional Halloween parties, try to design a simple procedure for a ghost modellizar, that allows us to discover some of the possibilities of this tool.

Describe the idea, pointing out basic operations for model, although not detail some aspects of visualization as a way to get the not photorealistic contour lines.

This page will serve as a general script for practice, giving details on other pages more specific individuals to perform operations. The interest is purely didactic to advance our graphics classes, but the model can be used to create interesting images or even some wallpaper.

The end result you can see in "Halloween Ghost"

Basically what we do is pretend we place a piece of cloth on a round base, a sphere, to create a sense of phantom head.

Screenshot 2013-10-20 to(s) 20.43.25

We will use three areas to form the backbone of our model.

  • One can assimilate with ghost head.
  • The other two, smaller, may constitute shoulders or arms.

These items will not be visible in the final render, only have utility as to serve as structural support for the “fabric” or tissue that we will use to create the “skin” Ghost.

In the figure is depicted as wire fabric, and the outlines of the areas. The latter guide the deformation of the fabric adapts its shape gravity.

Screenshot 2013-10-20 to(s) 20.42.53

We can see this model with a smooth rendering, in which is appreciated mainly larger radius sphere.


To fold the fabric over the spheres will have as a diagonal. Thus remain as a layer (poncho) thereon.


Need to simulate a surface tissue. We can use a plane to experience the different variables that determine the behavior of the simulation. Subdivide the plane to increase the level of detail of the mesh.

Subdiviremos the plane entering edit mode (Select the background and press the key Tab). Activate the screen if not already activated by pressing "to” (All) and then press the key "W".

In the popup menu select "subdivide". We can repeat this option multiple times to achieve a mesh with the desired number of vertices. The greater the number of vertices the smoother the effect achieved in the simulation, but also cost more computation time obtaining it.


We will need to use the functions of the Menus “Physics” to add the actual tissue behavior almost.


Will convert the plane into a fabric to simulate ropa with Blender. To do this select the map and click on the button “Cloth”


Select the fields and activate the collisions to prevent the fabric, falling on them, the penetrating.


Activate the self-collision on the fabric to prevent the folds intersect one another.


We'll spend a few frames in the animation to calculate the fall of the fabric and the impact to the areas that produce adaptive deformation.

Screenshot 2013-10-20 to(s) 20.44.50

Once the basic shape of the phantom can convert “clothing” a mesh inanimate. This conversion will simplify handling and decorating. We can do it in different ways, keyboard shortcuts or menus of tools.

To create the mesh from the simulation position ourselves in the "frame" in which the deformation is desired and will press the key combination:

Alt + C (“Convert”)

This action will display a pop-up menu on screen with the option to convert into a mesh selected object (clothes).

Convertir en malla

Another alternative to display this menu is accessed from the menus built into the bottom of the 3D view. Again, we must have previously selected the item to convert:

Select "Object"

Menú Object

And then "Convert To

Convert To

After this conversion the lost object properties assigned to start cloth simulation, becoming a simple mesh.

We can change the color of part of this mesh to decorate with our ghost eyes. Will enter the edit mode and select some surfaces (eyes and mouth).

Screenshot 2013-10-20 to(s) 23.04.51

Face selection

In the bottom menu select facets indicate that we want. The triangle represents one side of the mesh used to represent polygonal surfaces. Its activation will happen to face selection mode on objects that are editing.

selected items can be grouped into "vertex group" or groups of vertices to assign different materials, as discussed in a new article.

Assign the object materials, differentiating the eyes and mouth of the rest of the ghost..


Poco a poco we will approaching al concept that we are seeking.

Screenshot 2013-10-20 to(s) 20.37.42

The appearance of the ghost is determined by the material we use. Transparencies can create an interesting effect if you have a scenario where we insert the ghost.

Other improvements come from the use of animation techniques and postproceso Image… Time to time. For now we will settle for a basic model.

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