I'm still alive!

Sorry for being silent, guys. It’s been a couple of super-busy months, and it’s almost over. I’m going back to making tuts in a few days. In the meantime, take a look at this music video. CG for it was made almost entirely in Blender, by me of course. Gonna write a little breakdown article on it soon

Recent posts

First milestone!

First milestone!

Blenderust youtube channel just got 500 subscribers! This is first important milestone for me. It really gives me motivation to make interesting and useful educational content. And more of it coming up very soon! Thanks you for being with me! 

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Hand-painted textures in Blender 2.8

Hand-painted textures in Blender 2.8

Just gave a try to a texture paint feature in Blender 2.8. Also, this is actually my first serious attempt a stylized hand-painted look. Here’s what I’ve got in the end

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Gothic scene with Blenders’ Eevee

Gothic scene with Blenders’ Eevee

Just gave a try to eevee with this 2.5D scene, instead of traditionally building this kind of setup solely in After Effects. http://Array Interactivity and ease of manipulation is just a bliss! What probably will take about an hour to properly setup in AE, here in Blender takes minutes. Proper reflections, fog and DOF is […]

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Alarm and Shutdown addon update to v1.2 beta

Alarm and Shutdown addon update to v1.2 beta

Don’t like to read? Here’s the video version of this article Hello, folks! While a couple of full-fledged tutorials are currently in making, let me have just a few minutes of you time to announce an update for my good’ol Alarm and Shutdown addon to version 1.2 Beta, which now allows you not only to […]

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Tested the Fracture Modifier Build

Tested the Fracture Modifier Build

Finally got a chance to give the Fracture Modifier Blender build a try in a real production. The result may not be perfect due to time/budget limitations (as always, duh!), but it was fun to figure out how the whole thing works over night and build something acceptable with it 🙂

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Quick Tip #4: Go procedural

When creating an asset, whether it be a game prop or a character rig try to use so called procedural approach to perform as many steps as you can. For example, talking about Blender, when you need to bevel some edges of your model, instead of using bevel operator try to use bevel modifier, which generates new geometry […]

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