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Welcome to Blender 101
Johnny Blender 2.0 - Part 0 - Intro to Blender 2.53 PDF Print E-mail
Written by dave   
Sunday, 22 August 2010 18:13

An introductory tutorial on the 3D software "Blender" in preparation for the second Johnny Blender Tutorial Series


Last Updated on Friday, 27 August 2010 17:23
 
Dragon Series parts 7 & 8 PDF Print E-mail
Written by dave   
Thursday, 15 July 2010 16:50

In the seventh Blender 2.5 Video Tutorial, I show you some tweaks I did to the texture map, and show you how it looks with the Toon shader applied (along with some SSS – SubSurface Scattering), then I jump in and build the rig.

In the eighth part, we go ahead and apply the rig to the model, and clean up some of the auto-weight painting on the head. I show you a few tips on the cloth sim, but ultimately, we stick with the original weight painting. I play with a couple of different poses, then I append the tower and perch ol’ Quaid on the top in a nice ferocious roaring pose.

Last Updated on Sunday, 22 August 2010 18:26
 
Published Author PDF Print E-mail
Written by dave   
Friday, 16 July 2010 22:03

Sandra Gilbert of Blender Art Magazine wrote me a few months ago asking if I'd be interested in writing an article about Blender 2.5. I did, and it can now be found in the latest issue (on page 39) of the Blender Art Magazine. Check it out if you like: http://blenderart.org/

Last Updated on Friday, 16 July 2010 22:12
 
Dragon Series part 6 PDF Print E-mail
Written by dave   
Thursday, 15 July 2010 16:50

In this part 6, I go over a few more tricks on baking, and go ahead and add a “jaw open” shapekey so we can see inside the mouth. Then we jump into Photoshop to do some cleanup on the texture.

http://www.blendercookie.com/2010/07/20/a-stylized-dragon-part-6/

Last Updated on Wednesday, 21 July 2010 16:47
 
Dragon Series part 5 PDF Print E-mail
Written by dave   
Thursday, 15 July 2010 16:50

In this fifth part, I add seams to the model and unwrap the UVs, followed by a high-rez sculpt to give some subtle scales here and there. I then create a tangent normal map to apply to the low-rez version, and also bake the Ambient Occlusion.

http://www.blendercookie.com/2010/07/15/a-stylized-dragon-part-5/

 
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