Last update : April 2007, for Blender 2.43 - it really needs to be updated as many things changed.

  1. Beginning the modeling
  2. Adding the subsurfs

2. Adding the subsurfs (or subdivision surfaces)

11. Using subsurf is very simple : In the Edition Menu (F9) click on "Add Modifier" (on the "Modifier" tab) and choose "Subsurf". As you can see now, a rounded shape appeared inside our mesh.

On the latest versions of blender, there is 2 different algorithms to create this subsurf (subdivision surface), "simple subdivision" or "Catmull-Clark". I think the "Catmull" one is better, so keep it selected.

You can also specify the level of subdivision displayed on the 3D view (Levels) and the one used in the render (Render Levels). The higher this level his, the better the result will be, but the more time it will take to render.
I think a level of 2 or 3 is high enough for the octopus - and in general, 2-3 is very often enough.

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12. Now you only have to press the "Set Smooth" button (still on the edition menu, on the "Link and Materials" box). Then enable the shading with the Z key to see what it looks like.

 

(Note: If some of your tentacles look weird, this might be because you extruded some part of it without moving the points created by the extrusion, and then extruded over again. This cause some points to be superposed. To remove them, select all (A) the points, and press the "remove double" button, as on step [10.]. If some weird black mark appears, select all the points, then press Ctrl+N to recalculate the face normals.)

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13. On the Shading menu (F5), click on "Add New" in the "Links and Material" tab, and define a color for your octopus in the "Material" tab, just aside. This is not supposed to be a realistic octopus, so I made mine light-blue :)

Now the octopus is almost completed, but it lacks eyes.

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If you're tired - or if you don't want to add eyes to your octopus - you can stop following this tutorial here ;).

14. Switch to the object mode (Tab). On the top view(7), and on the same layer or another one -as you wish- add a sphere ( Add > Mesh > UVsphere). 20 segments and 20 rings would be Ok for this sphere.
We're going to add 2 materials to this shpere, to make the white and dark part of an eye. Go to the Editing menu (F9) and click twice on "New" to create 2 materials for this single sphere. Then, go to the material menu (F5) and click on the "2" that is displayed on the rigt of the material name. Then click on "Single User" to validate.

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15. Go back to the Editing menu, and (with all the points of the sphere selected) click on "Assign" (below the "New" button). This will assign the selected material ( material #2 of "Material.001" in my example) to the whole sphere.
Then deselect all the points (A) and use the selection circle (B-B) to select the points in the middle of the sphere, as shown on the image. On the Editing menu, click on the left arrow of "2 Mat: 2" to select the other material we created. (It should now display "2 Mat: 1" ) and click once again on "Assign".

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16. Go to the material menu (F5). Somewhere under the material name you should have "2 Mat 1" written. This means we're on the material #1 out of 2. And #1 is the center of the eye, so choose a dark color for it. Then click on the arrow on the right of "2 Mat 1" to get the material #2 (the white around the eye) and make it white (pretty obvious, eh?). If you press the Z key, you should now see a kind of weird eyeball in front of you.

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17. Go to the side view (numpad 3), select all the points of the sphere, and press Ctrl+S to "twist" the sphere as shown on image 1. Then, press S once again, and click with the middle button (or press Z just after S) to restrain the change on size to the Z axis, and make it look as on image 2. Now if you go back to the top view, you'll see we have one funny eye.
Make it smooth (editing menu(F9) and "Set Smooth").

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18. On the object mode (Tab), copy the eye (shift+D) and put the second eye just beside. Now you only have to put that great pair of eyes onto the octopus "face". I won't detail this step, with the size(S), move(G) and rotation(R) tools you should be able to do it.

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19. Add a background, a few "sea objects" (pebbles, seaweeds, etc.) and that's finished ! :)

(I made the seaweeds using the same extrusion+subsurf process as for the tentacles)

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