//[Project Midari]

TUKYO
7 min readFeb 19, 2023

My Journey with Blender

04.05.23 I am posting my final update to this journey about 2 months after picking up Blender. I have been developing mostly in Unity for the past couple of weeks, but I want to end this thread on my updated version of Super Hobo G.I.M.P. Girl. I have been creating custom animations, rigging, weight painting, modeling, and developing over 1000 lines of C# code for this game. I hope that everyone likes the final product.

All further updates related to [PROJECT MIDARI] will be posted on the website for the game here:

| superhobogimpgirl.com

Beginning

02.09.23
> Downloaded Blender

| First, [Project Midari] started as a song, which has further developed thus far into a 3d world that is currently still being spawned. The song will be on my upcoming album, and hopefully content from what is being created here will be used to some end as well.

After downloading blender, I decided to import one of my videos that I created, and learned how to create an emission plane.
Afterwards, I put that image plane into a box!

02.13.23
> Still messing with the box.

As you can see, I have not learned about clipping textures and will soon learn to hate my life…

> Learned how to simulate liquid physics and bake a mesh from the simulation. Using accent lighting all over, to negate the need for world lighting.
> Beginning texturing some surfaces for now, learned about reflective and transparent substances, you can see the window in the back, and the “aquarium” walls that have stairs behind them.

Fixed the clipping.
Sign design for entrance to Palace Midari

> Today is also the day that I started designing outside of the “room”. First I started building a frame for the room, to create a building with beveled edges, which would later be removed over 20 times once I learned about snapping and other tools that create the perfectionist’s wet dream.

Later I started to design another building, which was also designed before I realized scale was important, and imported a human character to measure things by.

02.14.23

Designing a neon sign, with a connected imaginary power box - i m m e r s i o n

02.15.23

Breaker box inside the building for the electricity and the neon outside.. I guess..

> Starting to realize how fun the minor details are, you can zoom in so far and work on something that is tiny in scale, but when you do it a bunch it all comes together to make a complex object.

02.16.23

person for scale

02.17.23

02.18.23
> Today I came back to the town hub and started creating smaller assets all throughout, I’ll get a bigger picture later. For now, here is a piece of my remembering of what the Berlin Wall looked like. I created 4 individual ones with different designs, and will be creating more to create a world boundary for the main hub area.

> Created a restaurant sign with the help of my friend from Suriname, Swit’ Sani. And of course, had to include a Japanese love hotel..

02.19.23
> Look at where we are since day one!

> Today I learned how to make cloth fabric to create a mesh netting with a wireframe modifier, and also did a lot of world-building. At first I was imagining the track arts from Profectio being their own individual areas or sections, but I have decided to incorporate them all into the main area.
- This means the hub is not it’s own area, but just the lowest level of Midari’s World.

02.22.23
> More work on the fine details the last few days, hence no updates. Below are some examples!

more level design as well

02.25.23
> Doing a lot of attention to detail work, and creating custom assets throughout the world. Still grinding.

human for scaling assistance

02.26.23
> Learning about texturing. Went outside and took hundreds of photos for textures!

02.28.23
> Starting working with Unity. Imported assets for testing and learned about backface culling. Many of my meshes are now being rebuilt because of the wonky geometry created by this optimization method. Will take some time but will be worth it.

03.08.23
> Apologize for the lack of updates, ETHDenver was this last week and I was out of town.

Have been learning much more detailed editing, and started creating character models for the game.

More detailed editing:

03.16.23

Have taken a small haitus for the last week or so from Blender to learn Unity. Just finished coding a few of the scripts for the player character.

These are the scripts for Project Midari I have written in C# so far.

I am extremely new to coding, I have minimal html experience and solidity, moving into C# is fun but daunting. Luckily there are tons of tutorials out there.

Here it is in action:

Jumping animation, Idle animations and coin HUD:

And yes, this is a character I modeled from scratch, Super Hobo Gimpman.

Also, I have started texturing everything in blender, due to learning about FBX file texture embedding, I have decided that it is okay to texture before entering game engine, I might regret this later..

03.19.23

> Have been almost completely working in Unity for the past few days, learning C#. My goal is to be able to understand every function in my game, so that I can patch anything that is messed up (hopefully) — or at least understand what is wrong and learn from that.

This is the character crouched. I have learned about root motion animation and have created bools for sprinting, walking, crouching, double jumping and some other cool little tricks! (maybe slowmo?)

Also created pause menus settings menus and created the scripting for them to interact with one-another.

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