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Learn how to not only generate smoke, like most tutorials, but how to render it as well. Comes with a couple notes on changing the way the smoke looks as well.

Covering modelling, texturing and rendering of a realistic human head I made for Blending Life 2010.

Creating fire in Blender was a chore. We were forced to use the outdated particle system combined with the clumsy halo renderer. We cringed as we hit F12 and watched the equivalent of a mustard stain materialize on screen. Those days are over.

Continue reading ‘Creating Realistic Fire in Blender 2.5′ »

In this multi-part Blender video 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 these tutorials encompasses a lot of techniques from both organic modeling and hard-surface 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.

In part 7 of this Blender 2.5 video tutorial series we will continue on the car detailing the windows, including weather stripping and adjusting other areas of the cars to fit the reference.

View – Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7

In this tutorial, I show you how to create a fairly realistic-looking eyeball.

In this multi-part Blender video 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 these tutorials encompasses a lot of techniques from both organic modeling and hard-surface 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 06 of the this Blender video tutorial series switches over to Blender 2.5 and goes on to model the tire and wheel by using a series of modifiers to leave you with a model that is easily modified later.

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

In this multi-part, video tutorial about Blender’s Hair Particles System, we will learn some very useful options to use when trying to create cool or convincing hair effects. We will also add colour to the hair, light the scene, add a few compositing nodes, and finally set the particle system as a softbody so we can animate it.

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 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 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.




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