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In order to reach high levels of polygons while sculpting in Blender 2.5, it is important to start from a base mesh, versus the default cube.

In this tutorial, I go over some basic animation, and then into how to do a general walk cycle. I also show you how to use the NLA (non-linear action) editor to loop the walk cycle, and then combine these two animations.

In this tip video, we’ll take a look at how to set the aspect ratio of a Plane object to match that of the image mapped to it. This is important to prevent distortion in the mapped image. This knowledge will be helpful when using image planes for cutout trees and people, instanced image planes for particle effects, and any situation where you need non-distorted images on Plane objects.

The “Add Image As Mesh” script (created by Ed Mackey) can be downloaded at:
http://www.blinken.com/blender-plugins.php

You can find help with installing python scripts at:
http://www.alienhelpdesk.com/using_python_scripts

Arguably the single most important aspect to modeling is topology. This overview tutorial takes a look at the topology of the human head, examining each of the main edgeloops, poles, etc.

When working with a high density mesh in Blender, maintaining a firm grip on topology is essential. This quick video demonstrates a few tips for increasing/decreasing your topology in a given area and for redirecting the flow of your topology.

In this multi-part tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car the tutorial encompasses a lot of techniques from both organic modeling and hard-body modeling styles. A particular emphasis is placed on creating good topology that will enable you to easily modify the shape but also to accurately create the details.

Part 05 of the this tutorial series we fill in the windows, head lights and such. Then we also begin adding depth and finalizing the mesh with a subdivison surface modifier.

View – Part 1 | Part 2 | Part 3 | Part 4 | Part 5

In this tip video, we’ll take a look at Blender’s Camera Fly Mode tool. This is a great to help navigate your 3D scene, and also for camera placement (or any object set to be a “camera”, for example a Spotlight).

In this multi-part tutorial we are going to be taking a close look at how to model a Porsche 911 GT3 RS. Due to the nature of the car the tutorial encompasses a lot of techniques from both organic modeling and hard-body modeling styles. A particular emphasis is placed on creating good topology that will enable you to easily modify the shape but also to accurately create the details.

Part 04 of the this we go through the modeling process of creating the rest of the back end, including the spoiler, trunk and other bits.

In this tip, I show you how to use the mask modifier, and how it can be used to prevent intersections of meshes; like skin going through clothing items.

In this modeling  and texturing tutorial we are going to go through the process of creating an axe in Blender 2.5. The tutorial follows the same general theme as the Exclusive Citizen weapon pack released prior to this tutorial.

In part 2 we will go through the steps to begin texturing the axe with some simple textures. The tutorial covers UV mapping, basic image texturing, AO baking, render textures, and more.

One or more textures on this 3D model have been created with images from CGTextures.com. These images may not be redistributed by default, please visit www.cgtextures.com for more information.




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