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150This is the last part in the Pup Tent tutorial. In this part, we’ll be applying procedural textures for the different aspects of the tent, and then we’ll use a paint application to extract a background image for our scene. Back in Blender, we’ll create a ground area and also use Blender’s particles system to create grass. Finally, we’ll create render layers and use Blender’s compositing nodes to color correct things before doing a final render.

thumbCreating a 3d character that is equipped to be animated is one of the most challenging things you can do in CG, and to make matters worse, it has always been equally challenging to find any comprehensive tutorials on the entire workflow.

Continue reading ‘Model, UV, and Texture a Complete Manga Character in Blender’ »

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Creating tileable patterns can involve a lot of tedious tracing and tweaking to get them to tile seamlessly. This tutorial describes a method of automating the process of creating flawlessly tiling, patterns using GIMP, Inkscape and Blender to render seamless tiles.

1503With the release of Blender 2.49 comes the ability to stencil images onto your model via projection. This tutorial goes through the process of setting up your model and it’s UVs in order to “projection paint” your textures on

low-poly-skull-in-blenderNormal maps are widely used in games to make low poly models look high poly. In this tutorial you will learn how to create a high res Skull model, generate a normal map from that model and learn how to apply this to its low poly version.

Techniques covered in this tutorial include multires sculpting, baking a normal map, baking ambient occlusion and applying the maps to a low poly model.

This tutorial uses the free and open source Blender suite. If you’re new to 3D, following this tutorial in Blender is an excellent way for beginners to get started. (Don’t worry – this tutorial has plenty of techniques for more advanced users too!)

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A tutorial focussing on producing a large, detailed reconstruction of the ship HMS Victory. Covers modelling the hull, rigging and other parts, texturing, and compositing the final images.

pearl_finalI step by step breakdown of my way of achieving a pearl material with luxrender. It describes and highlights some aspects of the luxrender material system.

A normal map created from a photo of a tree-trunk

A tutorial showing a specific example on how to create a normal map from a photograph of a tree-trunk. Also includes tips on what you should be aware of when taking your own photos for this kind of asset creation.

Normal map created from a special 2D image

This tutorial explains in further detail the process of creating a “heightTemplate”, a specifically prepared grey scale image, which is passing through a normal map generator tool.

Creating normal maps from images

Tutorial describing the principles behind the creation of normal maps from 2D art work. It runs though what you should, and more importantly, should not do when using images and/or photographs to generate your game ready texture assets.




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