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BlenderArt Magazine Issue #12

28

#12Sandra Gilbert wrote:
Welcome to Issue 12, “Texturing”


We have packed this issue full of Texturing tutorials, techniques and tips to
make the most of your model/scene. Learn how to create amazing textures and
utilize blender's texturing tools to bring your work to the next level.

So grab your copy today.

Also be sure to check out our gallery of wonderful images submitted by very
talented members of our community.

Table of Contents:

  • Multi Layered Plastic Shaders
  • Tangent Space Normal Maps
  • Creating Realistic Flame in Blender
  • Blender to Kerkythea
  • Texture Seam Removal
  • Making of “Rooftops”
  • Making of “Skin Shader”
  • Making of “Tangrams of Light”
  • And more . . .

Available Blenderart Mag Mirrors:

    28 Comments

    1. I was expecting that to come out soon cause I seen a recent modification to the BlenderArt directory at blender test builds but didn't see a new file. My suspicions were correct.

    2. I think we've been played. At appollux design it says mechanical design at issue 12. I've downloaded it anyway and again anyway it turned out to be mechanical design.

    3. toontje: try again the problem is fixed.

      I had accidentally used the last link again when I modified the page for the new release.

      On behalf of the Blenderart staff, we are all pleased as punch that you are enjoying our latest release.

    4. There is a lot of useful information in this issue. Thank you to all who contributed. I used to dabble in materials a lot and ever since nodes I've had trouble. This is really helping me bend around the learning curve.

      I can't help but notice though that there are a number of images which have distorted proportions from the originals. That's a bit sloppy. I think by issue 12 stuff like that shouldn't be showing up anymore.

    5. woohoo !

      I am using the layered shader technique to mix reflection and different specular materials,
      really cool stuff.

      I am being amazed more and more how much the quality of a render is dependent on me and my chops, not the renderer and her features...

      wzzl

    6. wzzl: And you have learned an important truth about art in general. It is not the tool that makes art look good, it is the artist.

      Most of the techniques discussed in this issue were possible in much earlier versions, you just to work at it a little harder. There was amazing art being produced in blender when I started using it over 7 years ago.

    7. Brilliant!... I think I'm actually gonna start printing out each copy so I can read them at my leasure...

      @Sanne:
      That Yaf(a)ray render is so unbelieveably close to the kerkythea one! But I prefer your one better - probably nothing more than because the image quality is better (i.e. saved at a better resolution) and the fact that there's not as much ailasing. I actually made a test scene virtually identical to these (it was only the colours that were different) a while ago and tested it in various ways with blender internal - quite a coincidence as I've never seen a test scene exactly like it before!

      ~epat. :)

    8. epat,

      thanks for your comments. I also think it is hard to judge which render is better because of the not so good quality in the PDF. What is noticable, though, is that Yafaray's color bleeding is a bit less subtle, but that may very well be because of differences in scene setup. I tried very hard to match the Kerkythea one, but it's not so easy when there's only a picture as guide.

      Funny that you did a similar scene before :). Are your testing results online somewhere? I'd be interested in what you tested and your results.

      Sanne

    9. Fantastic. I appreciate the legacy here - a dozen issues, still full and each high quality, and still relevant and useful. Great job, guys and gals!

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