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Home / Tag Archives: Blender( Page 2 )
Noire Crow
Compositing, Motion Graphics, Portfolio

Gothic scene with Blenders’ Eevee

Jan 29, 2019 | By Sergey Metelskiy

Just gave a try to eevee with this 2.5D scene, instead of traditionally building this kind of setup solely in After Effects.   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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2 comments
Blender Addons, Development

Alarm and Shutdown addon update to v1.2 beta

Jan 20, 2019 | By Sergey Metelskiy

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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7 comments
Video Tutorials

Tutorial: Procedural Christmas Lights with Blender & AN. Part 2

Dec 30, 2018 | By Sergey Metelskiy

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

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1 comment
Compositing, Research, VFX

Tested the Fracture Modifier Build

Dec 29, 2018 | By Sergey Metelskiy

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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Video Tutorials

Tutorial: Procedural Christmas Lights with Blender & AN. Part 1

Dec 27, 2018 | By Sergey Metelskiy

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.

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Quick Tips

Quick Tip #4: Go procedural

Dec 13, 2018 | By Sergey Metelskiy

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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Compositing, Portfolio, Research

Face off. Cleanup case study

Nov 21, 2018 | By Sergey Metelskiy

Finally got to try out new technique for digital makeup. And while conceptually, the technique itself isn’t that new, it was definitely interesting to reproduce solely in Blender, working on a real project

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Compositing, Portfolio

From rainy russia to sunny Italy

Oct 31, 2018 | By Sergey Metelskiy

Finished an interesting project a few weeks ago. Got to work on set as a VFX supervisor and then did a lot of CG and postproduction in a short timespan. Also, this is the first commercial project accomplished with the help of Blender 2.8

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Stuff

A little glance at my animation routine

Aug 11, 2018 | By Sergey Metelskiy

I’m not a super professional character animator myself, but once in awhile I got to move some bones. When it comes to realistic biped animation, it’s very usefull to have a nice reference at hand

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3 comments
Quick Tips

Quick Tip #3: Use versioning

Aug 05, 2018 | By Sergey Metelskiy

Few things are more frustrating than being unable to get back to something you’ve been satisfied with in your work. That’s why you should save your project files as copies, while incrementing version number whenever you make some significant changes to it. Many software has this functionality built-in to save you couple of clicks.

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