Written by dave
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Tuesday, 13 July 2010 04:14 |
Starting to steer toward sort of a souped up / modded out biplane look. Still working on the wheels (and still need to add one on the rear), added an intake area to the nose.
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Last Updated on Wednesday, 14 July 2010 05:26 |
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Written by dave
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Tuesday, 13 July 2010 04:14 |
Got some time tonight and decided to jump on the ol' spaceship for a little while. After working a little while with the curves for the "framework" of the ship, I remembered the old trick I discovered a while back and showed how to do in the "Ivy growing on a Greek column" bit where you add a shrinkwrap modifier to the curves to get them to line up flush against an object. So here's what I've come up with at the end of tonight's session:
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Last Updated on Tuesday, 13 July 2010 04:27 |
Written by dave
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Wednesday, 07 July 2010 16:38 |
In this Blender video tutorial, I show you the basics of adding seams to a model, then setting up the Ambient Occlusion and Environment light, then baking them to a texture map, and applying it to the model.

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Last Updated on Thursday, 08 July 2010 15:57 |
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Written by dave
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Wednesday, 07 July 2010 16:28 |
Parts 1-4 of the Dragon Series I've been working on over at BlenderCookie.com
In this multi-part series, I’ll be covering how to box-model a stylized dragon, making heavy use of the various sculpt tools. The texturing will cover creating tangent normal maps and using the “toon shader” to get a nice cel-shaded look. I’ll also go into some intermediate rigging with some nice animations; from walking to pouncing to flying. and finally we’ll look into setting up a good composition with props and lighting.

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Last Updated on Thursday, 08 July 2010 17:08 |
Written by dave
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Wednesday, 07 July 2010 16:20 |
decided to redesign the ship, it didn't quite match the style i was wanting to go for (steampunk/dystopia) so here's a bit better work in progress:
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Last Updated on Wednesday, 07 July 2010 16:50 |
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