This is a rig I created as a test for the Two Rivers Partnership, a small animation and VFX studio in London I work for. They’ve kindly allowed me to release the rig to the blender community.
You can download the rig here.
This is a rig I created as a test for the Two Rivers Partnership, a small animation and VFX studio in London I work for. They’ve kindly allowed me to release the rig to the blender community.
You can download the rig here.
The models I made for the CGTalk “Icons of Sci-Fi” HMC. I didn’t actually get around to finishing them on time for the challenge, but they were fun to do. The Hitchhikers Guide has always been my favourite Sci-Fi series, and I’ve listened to the radio shows more times than I can comfortably comprehend. The movie was a really fun adaptation of the series too, and in particular I think they nailed the look of the characters and the world… er… galaxy.
Marvin was modelled mostly in blender, Arthur mostly in zbrush. Rendered in V-Ray and postwork in Blender/GIMP. I might find time to texture Arthur at a later date, but for now I’m leaving them as a clay render.
So some friends of mine from BlenderArtists.org and I decided to get together and make a little art-blog type thing. We post some WIP images, finished stuff, hopefully some timelapses in future too. Go check it out at MountainOf Minutes.Wordpress.com

Hair used to be something I really hated having to do in CG, and to this day you’ll see more than a fair share of baldies amongst my works. However with more and more updates to blenders hair tools, it ‘s getting easier (and even fun!) to create characters and creatures with hair. This tutorial/guide covers working with hair particles in blender, including particle systems, combing/cutting/styling hair, and using the child particle settings.
The most recent release of blender has some really nice new tools and options for getting nice hair. I’ve been playing around with creating hair particle systems, particularly trying to get nice long hair.
Some of my favourite new features are:

Edit: And because a couple of people asked, I did a quick dynamics test:
This was a fun little exercise in building a face/head from the ground up. Starting with the skull, then placing the muscles and cartilage, and finally to skin. I learned a lot from it actually, as doing things this way illuminates a lot of little subtlties in how the face is constructed and why certain parts look the way they do. I’ll have to do more of it in future.
This was my entry for the current CGTalk Harcore Modelling Challenge: Comic Book Masters. The aim was to do a character in the style of a favourite comic book artist, and I decided on doing Inspector Gadget in the style of the fantastic Jamie Hewlett, of Gorillaz and Tank Girl fame. Anyway here it is, along with some WIP/making of stuff after the jump.
I’ve been trying to replicate some of the brushes I’ve been using a lot in zbrush in blender, in particular the rake brush, which I find very useful. Here are three brushes as well as some extra alphas to try with them (or whichever other sculpting app you use).
Included are:
You can download the brushes from Blendswap.com.
And here are some rake alphas I made: