Blender 3D Asset Creation for the Metaverse: Unlock endless possibilities with 3D object creation, including metaverse characters and avatar models 1st Edition Anonymous - The latest updated ebook version is ready for download
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Blender 3D Asset Creation
for the Metaverse
BIRMINGHAM—MUMBAI
Blender 3D Asset Creation for the Metaverse
Copyright © 2023 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted
in any form or by any means, without the prior written permission of the publisher, except in the case
of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information
presented. However, the information contained in this book is sold without warranty, either express
or implied. Neither the author, nor Packt Publishing or its dealers and distributors, will be held liable
for any damages caused or alleged to have been caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and
products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot
guarantee the accuracy of this information.
ISBN 978-1-80181-432-4
www.packtpub.com
To my mother, Claudia, who gave me unconditional love and support throughout my life and my
journey as an artist. I wouldn’t have made it this far without her.
I want to thank the people who supported me throughout my journey, especially my mother, Claudia.
About the reviewer
Devendra R. Ghadge is a skilled WebGL developer based in India, with a keen interest in 3D
modeling and graphics development. With significant industry experience in developing 3D models
using Blender, he possesses sound knowledge of OpenGL and OpenGL-ES. Devendra gained all of
his knowledge about 3D graphics from AstroMediComp, a renowned “Gurukul” that instills in its
students a deep respect for technology and encourages a keen interest in learning. His education at
AstroMediComp provided him with a solid foundation in 3D graphics. As a first-time book reviewer,
Devendra brings his passion for technology and experience in 3D graphics to provide a unique
perspective on the subject matter.
Table of Contents
Preface xi
2
Optimizing Your Asset for Better Rendering Performance 37
Deciding whether an asset has What to keep in mind while
excessive geometry 37 optimizing a model 50
Reducing excessive geometry 38 Flat areas 50
Dissolving edges manually 38 Bad geometry 52
Decimation 43 Further optimization 60
Summary 62
viii Table of Contents
3
UV Unwrapping Your 3D Asset 63
Finding the right edges Connecting part 90
on which to place seams 63 Packing the UVs 93
Unwrapping the headphones 72 Checking for practical use 98
Cushions and earcups 74
Summary 101
Headband 85
4
Texturing Your 3D Asset Using PBR and Procedural Textures 103
Setting up your workspace 103 Procedural texturing workflow 123
A physically based Summary 148
rendering workflow 105
5
Texture Painting and Using Real-Life Images as Textures 149
Setting up your texture Baking the textures 173
painting workspace 149 Baking from high poly to high poly 173
The Texture Paint workspace 151 Baking from high poly to low poly 180
Painting 155
Summary 183
Texturing with real-life images 164
7
Making the Base Mesh for a Humanoid Character 221
General body proportions Chest and abdomen 233
for humanoid characters 221 Face 235
Arms and hands 223 Blocking out the base mesh 237
Legs and feet 227
Summary 255
8
Refining the Base Meshes 257
Refining the head and face 257 The pelvic area 285
The neck 268 The legs 286
The chest 270 The hands 294
The upper back 273 The feet 296
The arms 276 Merging the different parts 300
The abdomen 281 Summary 303
9
Optimizing the Base Meshes 305
What is good topology? 305 Feet 356
Edge flow 306 Hands 362
Poles 307 UV unwrapping our base meshes 371
Setting up the retopology mesh 309 Head and neck 372
Retopologizing the base mesh 314 Torso 373
Arms 375
Head 314
Hands 376
How to decrease the mesh resolution 333
Legs 378
Neck 337
Feet 378
Torso 340
Arms 351 Summary 382
Legs 354
x Table of Contents
10
Rigging the Base Meshes 383
Types of movable joints Legs and feet 399
in the human body 383 Weight painting 404
Ball-and-socket joints 384
Limiting the movements
Ellipsoid joint 384
of the joints 414
Saddle joints 385
Hinge joints 386
Adding IK to our rig 424
Pivot joints 387 Legs 424
Plane joints 388 Arms 433
11
Further Development as a 3D Artist 447
Improving quickly 447 The importance of feedback
Free online tutorials 447 as an artist 448
Dedicated courses 448 Differentiating between good and
bad feedback 449
Summary 450
Index 451
Chapter 7, Making the Base Mesh for a Humanoid Character, covers the most important aspects of the
human anatomy in order to make a believable character, going in depth into the different muscles,
how they work, and how they affect the shape of their surroundings in the human body, as well as
the general body proportions and the main differences between male and female bodies, which we’ll
use to start blocking out male and female base meshes.
Chapter 8, Refining the Base Meshes, goes over how to refine the base meshes we blocked out previously,
adding detail and making heavy use of the anatomy studied in the previous chapter to add the necessary
details and to make sure we have a decent, believable result.
Chapter 9, Optimizing the Base Meshes, covers the process of optimizing the geometry of the sculpted
base meshes using a method known as retopology, where we reconstruct the body from scratch with
a much cleaner topology, using the sculpt as a base. We'll also be covering how to recover the detail
lost during the retopology process, followed by how to properly unwrap the base meshes.
Chapter 10, Rigging the Base Meshes, goes over the different types of movable joints in the human
body, explaining their movements, limitations, and respective locations in the human body, to then
add a rig to our optimized base mesh to move its different parts and limbs according to the limitations
explained. We’ll then cover how to add IK to different parts of the rig in order to pose it easily and
how to generate a full-body rig using the built-in Rigify add-on.
Chapter 11, Further Development as a 3D Artist, suggests useful sources of knowledge in order to build
up and improve the skills learned throughout this book.
Conventions used
There are a number of text conventions used throughout this book.
Code in text: Indicates code words in text, database table names, folder names, filenames, file
extensions, pathnames, dummy URLs, user input, and Twitter handles.
Bold: Indicates a new term, an important word, or words that you see onscreen. For instance, words
in menus or dialog boxes appear in bold. Here is an example: “Enable the Rigify add-on by checking
the box to the left of the add-on’s name.”
Get in touch
Feedback from our readers is always welcome.
General feedback: If you have questions about any aspect of this book, email us at customercare@
packtpub.com and mention the book title in the subject of your message.
Errata: Although we have taken every care to ensure the accuracy of our content, mistakes do happen.
If you have found a mistake in this book, we would be grateful if you would report this to us. Please
visit www.packtpub.com/support/errata and fill in the form.
Piracy: If you come across any illegal copies of our works in any form on the internet, we would
be grateful if you would provide us with the ___location address or website name. Please contact us at
[email protected] with a link to the material.
If you are interested in becoming an author: If there is a topic that you have expertise in and you
are interested in either writing or contributing to a book, please visit authors.packtpub.com.
xiv Preface
https://packt.link/free-ebook/9781801814324
In this part, we’ll go over the process used by most people when creating inorganic assets, also known
as poly modeling. We’ll cover each part in depth and make an asset using the techniques showcased
from scratch that will be suitable for most uses, such as still renders, animations, and games.
This part has the following chapters:
Gathering references
Before starting any work, it is crucial that you have at least an idea of how the final product will look,
as this will guide every other step of the process. Aspects such as the asset’s style and materials are
useful to keep in mind during the whole process. That’s where image references shine, as they clearly
show us how much detail to actually add to our models and what the general shape we should aim
for is, among other aspects, which will make our asset look believable and fitting.
Generally, we’d want to avoid images with low resolution and bad lighting, which can flatten the
shapes and “erase” detail. Photos taken with a light source located near the camera, for example, tend
to flatten the shapes a lot, so it’s a good idea to avoid pictures taken with flash or amatewur lighting.
Pictures taken in a studio, on the other hand, tend to have ideal lighting, showcasing most of the
details of the object.
Figure 1.1 – Examples of bad and good references (images from https://www.pexels.com/)
Gathering references 5
From the preceding figure, we can notice several differences between the references: the bad reference
doesn’t show the general shape of the object clearly, as it was taken from a bad angle, while the good
reference makes it very easy to see the silhouette as well as the sides of the headphones.
The lighting in the bad image makes it even harder to distinguish the shapes that make up the object,
and the harsher, darker shadows “blend” the sides of the headphones with their own shadow, which
doesn’t help when defining the thickness of the headband. The lighting also prevents us from seeing the
material properties, such as the surface bumpiness and roughness, clearly, especially in the cushions
around the ear, as well as the plastic that makes the outer part of the headphones. The good reference,
though, shows us the complete opposite: with clearer, brighter lighting and fewer postprocessing
effects, it’s now possible to notice most of the details on the surface, such as how shiny each part is;
the headband and cushion materials are now clearly noticeable as they appear to be made out of a
leathery material, along with some less shiny plastic parts.
Another aspect to keep an eye on is the exposure of the image as this can also make it harder to see
details, so avoid under- or over-exposed images (see Figure 1.2):
Figure 1.2 – Examples of good and bad image exposures (image from https://www.pexels.com/)
It’s worth noting that we should not work with one reference only, as this “limits” our view, so it’s very
important to find a set of reference images from a variety of angles and different versions of the same
object (unless, of course, you’re making a replica of a specific version), including of 3D models in your
desired style, along with real-life pictures. PureRef is a good, free external tool, useful to organize the
chosen reference images in a more concise way, though this is optional. Now, with a proper reference,
we should be a nice guide to refer to throughout the entire process, which starts with blocking out
the general shape of the asset.
Before we hop into making the actual headphones, though, let’s have a quick look at the viewport so
that we can familiarize ourselves with the environment we will be working in further down the road.
6 Modeling the 3D Asset
Let’s start with the bigger windows. The biggest one is the 3D Viewport, where you add objects, edit
your models, and/or set up your scene overall.
In the upper right, we have the Outliner, which contains all objects in the scene and can help us locate
different objects more easily.
Underneath it, we see the Properties Editor, where we can tweak several attributes and parameters
of the currently selected mesh. It has several icons on its left side that illustrate what each tab inside
of this editor affects.
Now, we can look at the Workspace menu at the very top of the Viewport:
There, we have many different workspaces, each one optimized with distinct interfaces for several
different tasks, such as modeling, sculpting, and texturing.
Now, to the left of the viewport, we see some tools:
A quick tour of Blender 7
• Select: This tool allows for box selection and has more modes that can be toggled using the
shortcut W.
• Cursor: This defines the ___location of the 3D cursor, which has a round red and white contour.
The 3D cursor defines where the objects are added to the scene.
• Move: This allows us to move the object in one or more of the three axes.
• Rotate: This allows us to rotate the model in one or more of the three axes.
• Scale: This allows us to scale the object in one or more of the three axes.
• Transform: This is an all-in-one tool that provides the functionality of the three previous
tools in one.
• Annotation: This allows us to make any type of annotation in our project.
• Measure: This measures the length and angle by clicking and dragging.
• Add Cube: This allows us to draw a cube or cuboid shape by clicking and dragging.
Note that most of these tools are easily accessible using shortcuts, and once you get used to using
shortcuts, you will rarely find yourself using these tools.
8 Modeling the 3D Asset
There we have a few other tools, again described here from top to bottom:
• Options: This is a menu with a few options for the current selection mode
• Gizmo: You can use this to figure out the view’s orientation relative to the world coordinates
and the scene, as well as rotating the view around by clicking and dragging
• Zoom: This zooms the view in or out by clicking and dragging
• Move: This pans the view
• Toggle camera view: This switches between the Camera and Orbit views
• Perspective: This switches between the Perspective and Orthographic views, which will be
explained later in the chapter
While these may be tools for navigation in the viewport, there are easier ways of going about it: using
shortcuts. The most common ones used for navigation are the following:
For now, we will just mention the navigation shortcuts, but we will learn about more of them as we
build out the headphones.
Blocking out the asset’s general shape 9
To start out, we need to use the available shapes that most resemble each part of our object by looking
at the references we gathered before. So, let’s separate our headphones into their individual parts so
we can block them out properly.
As we can see from the preceding figure, there are three main parts that make up the headphones, so
now we have to decide on the level of detail (LOD) we want those parts to have.
The amount of detail we will put into our model heavily depends on factors such as how far away the
object is from the camera, the desired style, and how important it is in our metaverse game. That’s why
many projects (especially games) include several versions of the same model with varying amounts
of detail, the so-called LODs – a higher-detail version for when there is a close-up of the model and
a lower-detail version for when it’s far away.
Let’s say, for example, that we want a blocky and geometric look for our headphones; then, we would
use lower-resolution primitive shapes rather than the ones that Blender provides by default. The
resolution is more noticeable in curved surfaces than flat ones.
As we can see, the more resolution we add, the more detailed the surface looks, which can provide a
more realistic look to our object.
It’s very important to note, though, that the more resolution we opt to put in the asset, the harder it
will be to render, so we need to find a balance between the resolution and the look we’re going for.
For our example, we’ll be going with a semi-realistic look, so we might need a bit more detail than the
default settings Blender provides us with. Now we’re ready to actually start modeling our headphones.
Immediately, we notice that this cylinder is way too thick and oriented the wrong way. So, we will
start shaping it into our base model. First off, we need to see our object from other angles, which can
be done by using the middle mouse button to rotate the view. Holding Shift while doing so pans the
view around. Zooming in can be done by scrolling.
12 Modeling the 3D Asset
Secondly, we need to rotate the object to the side. For that, we use the R shortcut on the keyboard.
Then, we could adjust the rotation by dragging our cursor around the object, but that’s imprecise.
To rotate it in a more precise way, we can limit the rotation to either the X, Y, or Z axis by typing the
relevant letter after pressing R. To know which is the right axis, we can look for the little orientation
gizmo in the top-right corner (Figure 1.12).
Once you’ve constrained the rotation for the desired axis (in our case, it’s the X axis), you can type
the exact angle you want it to rotate, which is 90° in this case, and left-click to confirm your action
(right-click cancels it). Then, you should have something like this:
Building the headphones inside Blender 13
Now, we need to scale it down to the desired thickness by using the S shortcut on the keyboard,
again constraining the axis so we don’t scale it all at once, and dragging the cursor toward or away
from our model to adjust the size (you can also type the scale using keyboard keys just like rotating,
but scaling works in a multiplicative way rather than additive. We’ll drag the cursor for this one as it
doesn’t require a lot of precision). In order to see the changes better, we can press the numbers 1, 3,
or 7 on the numpad (or the ~ key, then set the view if you’re on a Mac) to snap our view to the front,
right, and top views, respectively (you can press Ctrl + 1, 3, or 7 to go to the opposite view). This is
what we have now:
It’s important to note that after you make any changes to the scale, you should apply the new scale
by pressing the Ctrl + A shortcut and selecting Scale from the menu that pops up. This will prevent
problems when we make the cushions later on.
14 Modeling the 3D Asset
Now, it’s time to introduce you to where more detailed shaping happens, as well as where you’ll spend
about 50% of your time: edit mode, which can be acessed by pressing Tab while with the desired
object selected.
That’s where we can edit the individual vertices, edges, and faces of our geometry, as well as adding
and removing them when necessary. We can toggle between these modes using the buttons in the
top-left corner or by pressing 1, 2, and 3 on a normal keyboard (Figure 1.15).
To start, we can see in the references that the cushions and the earcups are not perfect circles, but
rather have a slightly oval shape. To do that, we select all faces using the A shortcut on the keyboard
and scale the earcup on the correct axis (Z) until we are satisfied with the shape. If you’re following
along, you can scale it up or down according to your taste. It’s worth noting that you can reshape this
at any point but it will become harder to do the further along you are in the process. That’s why we
focus on the bigger shapes first and add the smaller details later.
After that, it’s time to take care of faking the separation of the earcups and cushions, as we chose to
keep them in one shape. To do that though, we need to add more geometry to our model.
For this, we’re going to add what’s called an “edge loop,” which is a ring of edges that will go around a
set of faces, dividing each one of them into two. To add an edge loop, we do the following:
After that, you should have something that looks similar to this:
Now it’s time to shape the earcups and the cushions, respectively. To do that, we do the following:
1. Select the round face with the shortest faces connected (if you want to tweak more than one
face at once, hold Shift while selecting to select multiple faces).
2. Scale it down to the desired size (if you want, you can readjust the ___location of that face by
pressing G and then dragging your cursor. Restricting the axis is also possible).
3. Add another loop to the left of the initial loop (that’s going to be the base of the cushion).
It’s worth remembering that Ctrl + Z undoes the last action if you are unsatisfied with a change
you just made. After that, you should have something that looks like this:
We need to pull the base of the cushions outward to shape it, which can stick out in some
headphones. For that, we’ll need to extrude it. Regular extrusion (the E shortcut) will pull
all the faces in one direction, but what we want is to pull each face in the direction that it is
pointing in, which is called the normal. To access the different types of extrusion, we need to
select the face loop (shortcut: Alt + left-click on the loop using the face selection mode), go
into the extrusion menu by pressing Alt + E, and from the menu that pops up, select Extrude
faces along normals. Now you can drag your cursor and adjust the extrusion to your liking.
Your model should look like this:
The next step will be to add the hole in the middle of the cushions where our ears go. To make that
hole, we’ll inset the front face using the I shortcut and drag the cursor, and a new ring of faces should
appear with a new round face in the middle. Adjust it to a size slightly smaller than the one of the actual
hole, as in the next step when we round the edges of the cushion, it will look bigger. After that, you
can extrude the round face inward using regular extrusion, as we want it to go in just one direction.
This is what you should have now:
Building the headphones inside Blender 17
For the last step of this part, we’ll round the corners of the cushion in order to make it look more like
a soft surface. We’ll start by going into edge select mode using the shortcut 2 and selecting the edge
loops that we want to be rounded (the inner and outer edges of the cushion in this case):
Now, we’ll press the Ctrl + B shortcut to add a bevel and drag the cursor to adjust the size. Initially,
your bevel will have only one face, which isn’t enough to make it look round. While adjusting the size
of your bevel, you can scroll up or down with the mouse wheel to increase or decrease the resolution
of the bevel to your liking, and if you want it to be round all the way, you can press C to clamp the
bevel while adjusting it. This will prevent the vertices from overlapping with each other by limiting
the bevel amount we can apply, which causes several issues. You should end up with this:
18 Modeling the 3D Asset
At this point, it’s a good idea to save your project using Ctrl + S, to guarantee that you don’t lose your
progress and your sanity if Blender crashes in the middle of something. Saving regularly is good practice.
We’re finished with blocking out the earcups and cushions. Now it’s time to move on to the bottom
part of the headband (see Figure 1.22).
To start off, we won’t add another primitive shape, as we will use the earcup’s contour to shape that
part. So, while still in edit mode, start by selecting about half of the upper ring of faces that go down
the earcup’s side and duplicating it using the Shift + D shortcut. Then, we need to drag those faces
along their normals to around the thickness we want that bottom part to be, and after that, separate
the earcups from this headband part. To do that, we do the following:
Now you should have two separate objects in your scene when you go out of edit mode and back to
object mode in your viewport (1), as well as in your outliner (2), as seen in the following screenshot:
As you can see, this part of the headband is infinitely thin and leaves a gap between the parts, so we
need to add thickness to it. We could extrude the faces along the normals again, but instead let’s not;
we’re going to use Modifiers. Modifiers are a way to preview changes in our model but alter them
later on if we feel like it. The modifiers tab can be found by selecting the blue wrench icon to the right
of the viewport:
In that tab, when we select Add Modifier, we have access to a bunch of modifiers that we can use.
Most of the names are self-explanatory and have an icon to their side illustrating what each one does.
For now, we’ll go only with the Solidify modifier, which can be found under the Generate column,
which only has modifiers that alter the geometry. Upon selecting Solidify, you will be able to see the
modifier settings appear in the modifiers tab.
The main settings are Thickness, Even Thickness, Fill, and Only Rim, but we’re only going to use
Thickness and Even Thickness for our headphones. Click and drag the Thickness slider left or right
until it touches the earcup’s sides and check the Even Thickness option.
Building the headphones inside Blender 21
The next step is to extrude the part that connects the bottom part to the top part of the headband, and
thanks to our solidify modifier, the edges we extrude and/or tweak are going to maintain their thickness.
Start by selecting the edges you want to turn into the connecting part (2-6 edges ideally, if you’re
following along with similar scale). Remember to keep the selection symmetric and extrude the
edges up to the desired height. You can also tweak the ___location of those faces to your liking, avoiding
overlaps of course. It should look something like this:
22 Modeling the 3D Asset
That’s the base of our extrusion, but most of the references show a slight curve in the extrusion. To
do that, we’re going to flatten the top area by selecting the edges and scaling them in the Z axis by 0
(this multiplies their relative scale by 0, effectively aligning them perfectly), then adding a single edge
loop with Ctrl + R and then right-clicking to place it exactly in the center. Then, pull it back along
the Y axis until you’re satisfied with the curve. After that, bevel that edge loop to smooth the curve.
For extra control over the thickness, you can apply the solidify modifier by hovering your cursor over
it in the modifiers tab and pressing Ctrl + A. This will apply the geometry generated by the modifier
and let you manually control the thickness of each face. If you want to keep your changes perfectly
symmetric, you can do the following:
1. In edit mode, select the half you want to symmetrize your changes to.
Building the headphones inside Blender 23
2. Delete it using the Delete or X shortcut, then select either Vertices, Edges, or Faces from the
delete menu (sometines not all deleting modes will give out symmetric results, depending on
the model, so choose what works).
3. Add a Mirror modifier set to the X axis (in this case) and make sure merge and clipping are
enabled. This will make sure the object is just one piece and has no vertices in the exact same
position (see Figure 1.29).
XXVI.
The hour came at last, and found us under arms—that is to say, our
faces protected by a kind of visor of wire netting, and all of us,
except my aunt, dressed in such a way as not to fear the clouds of
flour we were to face, as well as the missiles which, under the name
of confetti, were fearful to encounter, and had nothing sweet about
them but the name. Some carried their precaution so far as to
prepare a costume de bataille expressly for the occasion. Of this
number were Teresina and Mariuccia, who, at Lando's suggestion,
had provided themselves with dresses of white cotton ornamented
with bows of rose-colored ribbon, which enabled them to encounter
the showers of missiles, and were so becoming that they looked like
two of Watteau's shepherdesses. But my aunt disdained this mixture
of elegance and economy. She did not give a thought to what was to
take place in the street; her whole mind was absorbed in what was
to occur in her drawing-room. Regardless of danger, she put on a
dress of yellow silk of the brightest shade, and set off her chignon
and false braids with a cap adorned with poppies and corn-flowers,
above which was fastened a bow of red ribbon, which streamed like
a flag from the summit of a tower. This display was intended to do
honor to the visitors who merely came for their own convenience.
For the most part, they only entered her house with an eye to her
balcony: but in order to obtain access to it, they were obliged to
pass through the drawing-room, where Donna Clelia herself was
stationed to arrest the passers-by and exact a tribute of politeness
no one could refuse, and which, brought to such close terms, every
one liberally paid. Never had she, therefore, in a single day reaped a
like harvest of new and distinguished acquaintances; never had she
received at once so great a number of desirable invitations, for could
they do otherwise than requite hospitality with hospitality? My aunt
thus had at the beginning of the day one hour of happiness without
alloy!
At length the battle began in earnest. To those who have taken part
in such combats it is useless to describe the enthusiasm and
madness which every one ends by manifesting; to those who have
not had the experience it is equally useless to try to give an idea of
it. It must be acknowledged, however, that the first volley of confetti
is by no means very amusing to the recipient, and he is tempted to
withdraw ill-humoredly from what seems at first mere rough, childish
sport. Then he endeavors to defend himself by retaliating. By
degrees the ardor of combat is awakened; he yields to it, he grows
furious, and for hours sometimes he persists in returning volley for
volley, unmindful of fatigue, and regardless of the blows he receives.
One thing is hurled after another—hard confetti, fragile eggs, flour,
sugar-plums, flowers, and immense bouquets.... If the ammunition
fails, he throws out of the window whatever comes to hand. He
would rather throw himself out than give up the contest!
This sport had been going on for an hour, and we were still in full
glee, when the Venetian gondola made its appearance in the street.
It was welcomed with shouts and cries of applause from the crowd.
[pg 299] In fact, nothing so splendid of this kind had ever been seen
before. It came slowly along, stopping under every balcony. When it
arrived before ours, it remained a long time, and a furious combat
took place. Notwithstanding the visor that concealed Lorenzo's face,
I easily recognized him by his slender, stately form. Lando and Mario
looked very well also, but Lorenzo surpassed them all by the grace
and ease with which he wore his costume, as well as the skill with
which he threw his bouquets to the precise spot he aimed at. He
soon recognized me likewise, and threw me a bunch of roses!...
I sprang towards her, and hastened to bathe her face with cold
water. I then saw it was only her nose (a somewhat prominent
feature in her face) that had suffered a slight contusion, though
sufficient to inundate her laces and yellow dress with blood, so that
the damage they sustained, as well as her head-dress, was
irreparable!...
But in the midst of all this my aunt remained cool and courageous.
Like a general wounded on the day of victory, she smiled at the
result of her rashness, and, while I was ministering to her wants,
she exclaimed:
“In the first place, he is really very wealthy,” was the reply; “and
when he gains his lawsuit in Sicily, he will be the richest man in this
part of Italy. I do not consider his entertaining company, however
distinguished it may be, or giving his pretty wife a new set of
ornaments now and then, or throwing away a few hundred dollars
as he has done to-day, as an extravagance that will ruin a man of his
means.”
“What else is there?... He used to play high, but they say he never
touches a card now.”
The other speaker burst into a loud laugh, and, after a moment's
silence, resumed in a lower tone:
“He no longer plays in company, but I assure you Qui a bu boira and
Qui a joué jouera. I should be satisfied with an income equal to
what he spends in one evening at lansquenet or baccara since he
stopped playing whist and écarté in the drawing-rooms to which he
accompanies the duchess.”
Their voices grew still lower, and the few words I heard were so
indistinct that I only caught the following:
XXVII.
“You see I was right, Ottavia,” she [pg 302] exclaimed. “I was sure
we should find her awake, and, what is still better, she is dressed!
That is fortunate! Now, Ginevra, you must absolutely consent to
indulge in the pleasure of spending an hour with me at San Carlo—
only an hour! Here, look at the clock; it is half-past twelve. I promise
to bring you back before two to continue the fine nap I have
disturbed.”
“Come, come, Ginevra!” she continued, “wake up, I tell you, and
listen to what I say. In the first place, you must know we have had
no supper or company at our house to-night. My uncle had an attack
of the gout and went to bed at nine o'clock, and I played cards with
my aunt till midnight. But just as we were both going to our rooms,
she all at once remembered—perhaps touched by my good-humor—
how much she used to enjoy going to the Festini, and told me, of
her own accord, it was not too late to go, if I knew of any friend to
accompany me. It occurred to me at once, Ginevra, it would be very
amusing for you to go and quiz il Signor Duca a little. He is
absolutely sure you are in bed fast asleep. You can tell him a
thousand things nobody knows but yourselves, which will set him
wild with amazement and curiosity. You can acknowledge everything
to-morrow, and he will be the first to declare it an excellent joke. As
for me, I am not sorry to have an opportunity of telling your august
brother a few truths in return for certain remarks about my
exuberant gayety and levity not quite to my liking. . . . Come, come,
Ginevra, we must not lose any time. Consent, and I will tell you the
rest on the way.”
“The very thing,” said she. And while Ottavia was executing her
orders and concealing my hair, Stella selected two small bunches of
flowers, one tied with red, and the other with white, ribbon.
“Nothing could be better,” said she. “The flowers are alike; the
ribbons alone different. Look! see where I have put my badge. Here
is yours. Put it in the same place, on the left side near the shoulder.”
But when I saw that the little bouquet she gave me was of jasmine
tied with a white ribbon, the emotion I felt was extreme. I did not
manifest it, however, for I knew if I told Stella the reason, she would
burst into laughter, and ask if I was [pg 303] going to worry myself
about all the bouquets my husband had thrown by the dozen that
day upon all the balconies on the Toledo, and if I intended to bring
him to an account for them. I therefore made no comment on this
singular coincidence; but while I was fastening the bouquet on, as
Stella had directed, I suddenly recollected, I know not why, it was by
giving Lorenzo a sprig of jasmine I pledged myself to be his for life!
“Let this place be our rendezvous. You will certainly see Lorenzo
pass by in a few moments. As for me, I do not see your brother
anywhere, but yonder is Landolfo. I will amuse myself by talking
nonsense with him. Do not be afraid, and, above all, do not lose
your badge, or I shall be unable to find you. I will be careful of mine
also. If I arrive here first, I will wait for you. You must do the same.”
[pg 304]
She disappeared as she uttered these words, and I stood still for
some minutes, looking around with uneasiness and terror caused by
the impossibility of persuading myself I was not seen and recognized
by everybody. But after three or four gentlemen of my acquaintance
passed by with a mere glance of indifference, I began to take
courage, and finally became sufficiently cool to consider what I
should do and the means of attaining my object.
I began by looking around on all sides, but for some time it was in
vain. I could not see Lorenzo anywhere, and had decided to leave
my post in order to search for him in some other part of the hall,
when all at once I saw him some distance off, coming in my
direction. He was walking slowly along, looking around with a certain
attention, as if he was also in search of some one. We were
separated by the crowd, and it was not easy to reach him. I
advanced a few steps, however, and at that instant, but only for an
instant, there was an opening in the crowd which enabled him, in his
turn, to see me. I saw a flash of joy on his face. He recognized me,
it was evident; by what means I did not ask. I no longer
remembered my intention of mystifying him. I sprang towards him,
and he towards me. I passed my arm through his, still too much
excited by my previous fears and my joy at finding him to utter a
word....
A moment passed—a single moment, brief and terrible,... for he
spoke—yes, at once, and with vehemence, with passion!... But ... it
was not to me!... No, it was to her he expected to meet. I heard his
lips murmur the detested name that had not met my ear since I left
Paris!...
I was so astounded that I gave him time to say what I ought not to
have heard, what I did not wish to hear!... Then ... I know not what
impulse I yielded to, for I lost the power of reflection—I abruptly
withdrew my arm from his, and fell back with so quick and violent a
movement that the crowd opened a moment to make way for me,
and then closed, completely separating me from him.... I tore off the
flowers and ribbon I wore, and threw them on the ground. I could
not now be distinguished from the other black dominos around me.
But I was no longer afraid. I cared for nothing now but to get away
—to fly as fast as possible from so horrible a place. I hurried along in
such a wild, rapid way that every one looked at me with surprise,
and stood aside for me to pass. I thus succeeded in leaving the hall
and reaching the passage, where I was obliged to stop to take
breath. The passers-by addressed me, but I heard nothing but the
words that still resounded in my ears. I was conscious of nothing but
a fearful anguish and the rapid beating of my heart.
“I am ready to follow you wherever you wish, fair mask, but do you
know yourself where you wish to go?”
“No, no! Oh! no,” I exclaimed with anguish. “For pity's sake, Mario,
be silent. Help me to get away, I say. That is all I ask. Do this, and
ask me no questions.”
His face darkened He silently took hold of my arm, and led me to the
place where he had left his carriage. I entered it, and was on the
point of going away without another word when I bethought myself
of Stella. I hesitated, however, to expose her to his sarcastic
comments, and perhaps to the suspicions I saw were already excited
in my brother's distrustful mind, and said in a supplicating tone:
“One favor more, Mario, which I am sure you will no more refuse
your sister than any other lady. I did not come here alone.”
“Do you suppose, Mario, if I did not come here with Lorenzo, I
would accept the escort of any other gentleman?” I stopped a
moment, at once irritated and impatient, but finally continued:
“The fact is, Mario, if you must know it, it was he, it was Lorenzo
himself, I came to see. I wished to play a joke on him and mystify
him a little, by way of amusing myself.”
I could say no more. The tears I could not repress choked me. Mario
at once softened.
“It was she. Find her, and tell her not to be anxious; that I was ill,
and could not wait for her. That is all. Thanks, Mario. One word
more, however. As I did not succeed with regard to Lorenzo, I do not
wish him to know anything about it.”
He made a sign that he understood me, and closed the door of the
carriage, which soon took me home. Ottavia, who alone sat up for
me, was alarmed at seeing me return in such a condition. I repeated
the account I had given Mario, and had no difficulty in convincing
her I was ill. The change in my face was sufficient to prove it; but
what was this paleness, great God! in comparison with the change
that had come over my life within the hour that had scarcely
elapsed?
XXVIII.
This time the thunderbolt had really fallen on my head! Many times
had I heard it rumbling afar off, and once I thought myself fatally
injured; but after a few stormy days, calmness was restored, the
blue sky became visible, and the sun once more diffused the light
and warmth of renewed confidence and happiness. The desire of
being happy seconded my effort to become so. And, as I have
remarked, the liveliness, buoyancy, and love of pleasure natural to
the young, as well as the beauty of Naples and the influence of its
climate, all tended to surround me with an atmosphere at once
enervating and intoxicating. But now, in an instant, without any
warning, all my hopes were crushed, annihilated, for ever at an end!
Mario, Stella, and Ottavia were the sole confidants of my secret, and
they kept it faithfully. Lorenzo had the less reason for suspecting I
had been to the ball when, returning home at six o'clock in the
morning, he learned I had had a violent attack of fever in the night,
and was not able to rise. There was no deception in this. It was not
a mere pretext for keeping my chamber, but the too natural
consequence of the terrible excitement of the night I had passed.
Towards evening I felt better, and, though still weak, I got up.
Lorenzo came to see if anything serious was likely to result from my
indisposition, and, being reassured on this point, he went out as
usual, leaving me alone with Stella, who had spent part of the day at
my bedside, though I had not been able to talk with her any more
than with him. Her face was as grave that day as it was usually
smiling. Stella's cheerfulness resulted from her complete lack of
egotism. She regarded the happiness of others as a treasure from
which she took all she needed for herself; and was happy, therefore,
through sympathy. It was, so to speak, a reflected happiness.
Admirable disposition! Incapable of exacting anything in view of her
own lot, or of envying that of others, she was a delightful friend in
times of prosperity, and, at the same time, a devoted adherent in
misfortune, and the sweet, compassionate confidant [pg 308] of
others' sorrows. My disappearance the evening before, the condition
in which she found me in the morning, the incoherent words I
uttered, prepared her for something serious, and she knew
beforehand I, of all people in the world, would not hesitate to tell
her the truth. In fact, as soon as we were left alone in a small
sitting-room next my chamber, I gave her for the first time a full
account of all that had taken place at Paris, as well as the night
before. She listened without interrupting me, and, after I ended,
remained silent for some time.
“And do you think,” said Stella after a fresh pause, “that you can
never forgive Lorenzo?”
“He must, at least, desire it, as you will acknowledge, and this is
precisely what will never happen.”
“Why not?”
“And you have never thought of marrying again? You can content
yourself with a life devoid of happiness, as well as of suffering?”
She smiled.
“My life is not so exempt from suffering as you may suppose. Neither
is it devoid of happiness while I have my Angiolina. As for marrying
again, I have never happened to meet a person who inspired me
with the least desire of that kind, and I imagine I never shall.”
“It is certain, however, if you wish to marry, you would only have the
trouble of choosing.”
“Perhaps among men not one of whom pleases me. Who knows how
it would be if I took it into my head to fancy some one? But let us
leave my affairs and return to you. Tell me, are you sure Lorenzo has
[pg 309] not discovered you were at the ball?”
“Well, go on.”
“I agree with you, Ginevra. And shall I tell you what I think?”
“Tell me.”
“But once more: Why should he suppose you were at the ball? Your
secret has been as well kept as mine, I imagine.”
“Not quite. In the first place, I spoke to several persons. And when
Mario came to deliver your message, I could not repress an
exclamation of surprise, which betrayed me, not only to your
brother, but to Lando, on whose arm I was then leaning. I do not
know whether it was he or not who spread the report, but it has
certainly been whispered around that I attended the Festino.
Lorenzo has taken the idea I have mentioned into his head, and of
course supposes what I know has been communicated to you, or will
be. This is what I have been wishing to say to you.”
I was alone the following morning when I saw him enter, calm,
smiling, and self-possessed, as if there was no actual or possible
cloud between us. He spoke of my health, and, satisfied that I was
really better, proceeded to more indifferent subjects, and then
suddenly, with an assurance the recollection of which still astonishes
me, he said:
I turned pale.
“Oh! do not be alarmed,” said he. “I have not the slightest intention
of asking you to receive her. I remember too well the sentiments you
expressed on this point at Paris. No, I wish instead to let you know I
am going to escort her to Milan myself, and shall remain there till
after the Carnavalone.”83
My heart gave a violent bound. I could not utter a word, but the
surprise that rendered me dumb enabled me to be calm, and, when
I finally recovered my voice, I said:
“Not another word, Ginevra; not one, I beg, out of love for yourself.
Do not destroy your future happiness in a moment of anger! There
are some things I will not listen to, and which, for your own interest
as well as mine, I forbid your saying!”
“Poor Ginevra!”
“To-morrow, if you like, we will talk about it; but not to-day, I beg.
Let us give our whole thoughts to the ball. You will go, I hope.”