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
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 […]
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 […]
And now to the second part of our Christmas Lights setup, where I’m going to show you how to distribute light bulbs along a spline and to setup nice and handy viewport controls. First part is here
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 🙂
Here’s the first part of two part series on creating procedural Christmas lights rig. This method is also useful for creating all kinds of tentacles and vines crawling along some surface. The second part is here.
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 […]