It's Black Friday! It's also Blender Friday as Superhivemarket starts a store-wide 25% sale. Cool! I picked up some more rock brushes. Once again, I struggled to get them to install. I finally added them to my main machine, so I don't have to swap scenes around when I want to do some sculpting.
I will pick up a few more things before the sale ends. I'm tempted to get the addon that lets you import stuff from Quixel Bridge. I downloaded a lot of stuff, but it takes so much work to clean up and fix badly converted material nodes that I have hardly used any of the stuff, which is a shame because it's of super quality.
I still have my eye on Matplus, the addon that gives Blender a Substance Painter-like layer-based material editing system. I fear that it needs very good UVs in order to work correctly, and I'm not very good at making high-quality UVs. I could look at some UV tools.
Weekend plan
Keep an eye on Blender 5's instability. If it doesn't improve with the 5.0.1 patch release, I will consider doing a wipe and then installing it from scratch with a gradual approach to addon installation.
The Foundations of Science Fiction Design
Yesterday, I daydreamed that I wrote a massive textbook on the subject of science fiction design, one that became THE seminal reference work for budding science fiction artists. Dream big, eh?!
This is a concept that I could chip away at. Not because I'm a super science-fiction design artist, but by producing notes for such a work, I'd improve my design skills.
Foundations-of-SF-Design
1. Big-Medium-Small
Designing complicated things that look good is hard. A good approach is to do your design in a strict sequence that helps ensure that your process isn't five steps forward and six steps back. Start with the big shapes, the most significant elements of your design. Don't worry about anything else until you love the overall shape. My old illustration lecturer used to tell us to do a "squint test" to evaluate the composition of elements in a work.
Next, move on to the middle-scale details. No fine detail, only the elements that significantly modify your top-level big shapes.
Finally, only when you love where you are on the big and the middle stuff do you attend to the small details.
2. Shapes have make feelings
Even simple shapes can invoke an emotion.- Triangles that sit with the base towards the ground imbue a sense of strength and can symbolise power.
- Rectangles and squares invoke a sense of stability, order and balance. At the correct scale, they can turn on your "I love brutalism" light.
- Curved shapes provide a sense of movement and are positive, more approachable, and humane.
- Circular shapes convey a sense of unity and are visually peaceful. Is the Death Star in range yet?
3. 70/30 Rule
A rule of thumb is to ensure that 80% of your design is "clean", and only clutter about 20-30% of the design with little stuff. Often referred to as the "70/30 rule", although this is a line in the sand. Just remember that you don't want to overdo surface detail, as you will end up with a very cluttered design.For some things, you can throw these rules out if the design you want is an industrial/military design, which isn't built to win design awards. Go cluttered, go ugly, but if so, it better look cool!
4. Emphasis and movement
Imagine that your design is a painting or a photograph, to be judged according to aesthetics. The viewer gazes on your design and, if you have done your job well, their eyes go on a visually stimulating journey. If you can chain together design elements that naturally lead the eye, it's a quality that can translate into the viewer judging your design to be good.
Take care to avoid overdoing it when adding visual interest. It's another application of the 70/30 rule: you want enough eye movement to feel like a visual journey, not so much emphasis that you end up with a wall of detail that might as well be no detail at all. Movement creates a dance for the viewer's eyes and can be used to build a story.
5. Variety and repetition
The use of novel and repeated elements is a useful device when carefully employed to ensure visual balance. Too much variety, and your design falls into the "emphasis trap" of having too many interesting elements, leading the viewer to lose interest. Too much repetition just doesn't excite the eye.






















