Just a quick tutorial on findings when importing some vector graphics from Adobe Illustrator to Blender for making animations.
Harder than you might think (manually)! Align 2 faces together of 2 separate objects. SHOWN MANUALLY & WITH ADDON’s.
Sculpting details, procedural leather material, metal shader, setting up a lighting scheme and rendering finishing off Part 2 of the chair creation.
CG Masters provides training for all skill levels in Blender, but for your first look at the software and 3D animation in general, this is the best first stop to get the basics down!
Luca Scheller shows you how to create an awesome water shader in Cycles.
Thomas Cairns shows you how to add a layer of snow on tree branches.
Naman Afle shows you how to create lots of different repeating patterns using the wireframe modifier.
Not sure what to consider when creating next gen assets? Guilherme takes you through his process on a gravestone asset from an upcoming game project.
So here’s a quick and easy tutorial showing a way to emulate those crazy elaborate details that you find on some ornaments!!
In this tutorial series on creating a basketball in Blender we’ll be modeling, uv unwrapping, creating texture maps, and rendering in Cycles.
Uncover several techniques to make what could be a complicated chair modeling exercise a breeze.
Get deep into the real power available with Blender’s drivers using them to create a ladder procedurally. Gustav Nilsson takes you through how to then add properties and qualities that make posing the objects easy as pie!
Ways to think about the fundamentals of texturing to help recreate any texture. Applying these principals we’ll build a stone texture. Then quickly shade this using the previous cycles prime elements shader as a springboard.
In this tutorial I’ll share with you how to repeat an offset walk or run cycle in your scene and still have the ability to modify, layer on top of the base animation, and also completely edit any part of it later!
In this overview Chris Plush shows you some tips on prepping your 3d models in order to upload them to Shapeways.com for 3d printing.
Do you find that you create the same cycles shader setups again and again? Or perhaps you could do with a resource file to use as a starting point to build up some cool and complex shaders? If so, I’m hoping you’ll find this blend file of some use.
Here we’ll go over one way to help generate these sorts of cracks with worn edges, scratches and scuffs and give ourselves some versatility in the controls while we’re at it.
Need to create the illusion of millions of polygons? For games or film production that’d be pretty handy. Sounds like we need some tiling textures. No problem. Here I’ve outlined one way to do it in Blender.