Previously I posted some pictures of the 3D printed version of the spider bot from my book, Blender Master Class. In my original post I promised I’d put together a post detailing some of the process of altering the model for 3D printing, as a guide for others wishing to 3D print their own models. The book itself describes the modeling of the original model so I wont go into that, but I’ll cover the most important changes I made.
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.
It seemed a fitting name for him. This was a project I worked on just for fun, that I recorded as a timelapse. I thought I’d put together a post here as well with some supplementary information. Here is the timelapse video to get things rolling:(more…)
Modelling a head in Blender. This video covers me modelling the head poly-by-poly and then doing some low-detail sculpting to fill out the forms.
The basic modelling was done in Blender 2.49, and I switched to JWilkins’ Google summer of code sculpt build for the sculpting, so I could play with the new tools. In particular I think the improved clay brush and the scrape and fill tools are brilliant, and well worth seeking out a build yourself if you’re into sculpting. You can find a recent build at graphicall.org, just look for a JWilkins GSoC build appropriate to your OS.
Hopefully I will find time to follow this one up with a timelapse of some higher detail sculpting and maybe texturing at a later date.
GIMP may not have the technical bells and whistles of photoshop, but if you know your way around it, it still gets the job done. The following are a few of the tools and techniques I find most useful when working on textures in the GIMP.
Something that gives a lot of people trouble when creating characters is implementing convincing subsurface scattering (SSS). Blender’s SSS shader comes with a wealth of options that make it easy to customise how light scatters under a surface, but also makes it tough to hit on what options exactly make for convincing skin. Using a node based approach, one can create a three layer SSS shader that gives good, and reasonably physically correct results, and also makes making adjustments fairly straightforward. in this tutorial I use blender 2.5, but I used almost the exact same setup for my blending life entry in 2.49 and got much the same results (just without such fast ray-tracing, thanks blender devs!).
Trying to isolate a tileable pattern from a photo or sketch to use in your 2D and 3D projects can be a pain, and often involves tedious tracing of patterns by hand. I’ve come up with a method for generating tileable raster/vector/3D curve based patterns from photos that automates some of the tedious parts and gives good results, using the free and open source softwares GIMP, Inkscape, and Blender. (more…)
A while ago I had a project to create a steam punk style android in Blender. I’ve decided to revisit the idea with an oriental twist, and thought I’d share the process. (more…)