BenSimonds.com Blender Sushi: anstudy After a while, I realized that Procedural Animation is really different from Manual Animation. Both creates movements and beautiful visual that can entertain many, but the thinking is different. This is probably obvious for long time animators that got exposed to both. Not something that you need to think about, when working. It just happens. What I mean by Manual Animation in computer is what is rooting originated from Traditional Animation, frame by frame, pose to pose. Procedural Animation, however, it is more like about automation. NOTE: If you happened to know any "Animation Mentor" students, they might mention "beats and rhythm in animation" while animating a character. I have personal interest in both manual and procedural animations. Talking about beats of music, I think creation of procedural animation can learn by observing electronic music, sampling and loops. Few apps for iPhone and iPad gave me this inspiration to write this article: Do you reckon you can make this?
What To Know When Creating Next Gen Assets What To Know When Creating Next Gen Assets Posted by Aidy Burrows on April 23rd, 2015 | 64 Comments Written by Guilherme Henrique ● References ● When to use triangles ● Getting ready for sculpting ● Thoughts on retopology ● What makes a good UV unwrap ● Getting good normals from a bake ● Next gen texturing ● Resources (LOTS!) Do you wanna make your very own Gears of War? For a long time I had problems trying to do stuff for games e.g. When we are used to working on rendered stuff, making art for realtime processing seems like a whole new undiscovered world, and hopefully, for those who still are kinda figuring out how to make all the things work, today I’ll be trying to clear all the mystery! Hope you find it useful! The model I’ll be using to explain the main concepts of the workflow is a tombstone I recently did for a game I’m working on, here we’ll be going from modeling to loading the asset in BGE So take the kids out of the room and lets start! Yeah! Guidelines & Tips for low poly modeling: Pros:
Blender Time Blender 3D Design Course Blender 3D Design Course Note: Added new Lesson #13 - NURBS Surfaces / Meta Objects - April 27, 2013 Note: Added new Lesson #14 - Rigid Body Dynamics- June 1, 2013 Students: This course is also available for downloading to your iPhone or iPad via Tufts University iTunesU. (Install the iTunesU app / Search Colleges and Universities - Tufts University / Subscribe to "3D Design - Blender"). The video tutorials are also available on my Vimeo channel (Blender Video Tutorials - Neal Hirsig) Instructors: If you are an instructor and would like to download the 3D Design Blender 2.6X content (Syllabus, Video Tutorials, PDF Tutorials, Projects and Exercises), send me your name, e-mail address and the name of your school or institution. Neal Hirsig firstname.lastname@example.org Syllabus Blender Cheatsheet Project 1A - Jewelry Project 1B - Robot Project 2A - The Way Things Work Project 2B - Wind Sculpture Project 3A - Architecture Project 3B - Reality 3D Project 4A - Animal Planet Project 4B - Set Design Links
Tutorial Hoarder's Dump / Collage of tutorials hoarded over time Greetings fellow Polycounters! I've had a stupid habit of trying to 'backup' nearly the entire supply of tutorials the internet has to offer, regarding game art, on my hard drive. In this thread I've tried to organize the unmanageable mess that I've made, into a somewhat readable/presentable form. Tried to pretty much post the most sensible ones that actually might make some sense out of context (most of them don't). Also, I apologize beforehand if someones stuff is re-hosted and posted in this thread. Pretty sure most of this stuff is already general knowledge to a lot of active polycounters, so this is mostly aimed towards the newbies.. or something. I'm still in the progress of sorting out my folders. Here goes.NONE OF THESE ARE MADE BY ME Update Log: Update 1.. - Removed bad information. I've been granted editorial access to the Polycount Wiki, so I'll be spending my weekend organizing stuff there. Added the following to their corresponding Pinterest folders. Videos: Baking and Bases
DVD training 7: Blend & Paint - Blender Store Created by David Revoy, art director of Sintel and author of the Chaos and Evolutions training DVD. On this DVD training - with over 2 hours of videos - David Revoy explains step-by-step his 3D paint-over techniques. De training starts with an introduction to Blender 2.5, to provide 2D artists with not much 3D experience a quick overview of the key features of Blender. It introduces the basics of the UI, modeling meshes and setting up light and rendering. The main theme of this training is to end up with a big high-detail 6K picture of a science-fiction environment, with space ship, a city, plants and trees, and several characters. For this training, a basic knowledge of Gimp and digital painting is recommended. Over 2 hours of videos of 1280x720, 30fpsShort, concise steps, commented with english labels (no voice-over).Uses Blender 2.5+ - Gimp-painter 2.6+ - Mypaint 0.9+ Licensed as Creative Commons 3 AttributionWatch the trailer in YouTubeDVD contents Available Options:Training:
How to make a car wheel This tutorial was created with Blender 2.49, however it will still work in 2.6+ Ever since 3d software was created, artists have hated the car wheel. The intricate detail combined with the circular shape make it one of the most difficult shapes to master. The tire is so difficult that artists have invented new ways to fake it, like using a bumpmap, making it extra dark, applying motion blur and tilting the wheel. But I think we can all agree: nothing beats the real thing. And that’s exactly what this tutorial is about: creating a wheel that is not just passable, but good looking! I have broken this tutorial into two parts. Part 2: Modelling the Rims Finished Result Resources: Finished! If you got stuck at any point in this tutorial, drop a comment below and ask for help! Download the finished .blend
Damian Lazarski Reducing seams In this section I will discuss the methods that can be used for reducing texture, shading, material and physical seams in UDK environments. Texturing principles In this section I will discuss the process of planning and designing the textures for your environment in a way that will allow you to hide the seams with ease. The first step for reducing seams in your environments is to divide the types of your assets into three categories; structural, mixed and organic. Normally, you may think of organic assets as objects that have irregular shapes, such as rocks or trees. The type of texture information will usually dictate what solutions will be best at reducing the seams. When it comes to creating the textures, you might want to decide right from the start what type of texture you are trying to make. When you are making mixed textures you are not bound by any rules. When it comes to making organic textures, the rules are also more relaxed. Reducing UV seams: Trims Decals Emissive
Blender: some useful default settings « blair willems As this is now two years old, I have rewritten this article for Blender 2.69. When you first install Blender, it is generally set up pretty well with options enabled that allow new users to familiarise themselves with Blender quickly. Over time however, I have found a few small tweaks to make to the default set up, so that each time I start Blender, or create a new blend, everything is configured how I prefer it. This post will go through each one of these options, and explain what they do and why I opt to use them. Getting Started First of all, open up Blender as you would to start a new project, don’t make these changes with a project open, or saving the default settings at the end will include your current project, and boot this every time you open Blender. If you’ve never changed your default options, Blender will look something like this on startup User Preferences First I will cover some changes to the User Preferences. Interface Tab Zoom to Mouse Position Rotate around Selection Undo Save
Video Workshop: Movie Scene Creation in Blender 3D (EN) – AgenZasBrothers | Blender 3D Training, 3D Animation, Film Production Introduction If you are one of those artists who strive to dive deeper into the world of 3D design, you are probably familiar with the following feeling: every time you stumble over a striking 3D rendering or an awesome 3D animation, you end up comparing it to your own 3D work and suddenly realize that you still have a long way to go to achieve this kind of professionalism. Consider this workshop a shortcut that will help you to save some time on the way. Content This workshop contains 30 refreshing video tutorials with a total length of approx. 6 hours*. You will learn how to further develop an initial idea, how to start developing your scene and how to make it more interesting throughout the process. Workshop Versions The workshop is intended for advanced Blender users and will be available in three different versions: All versions of the workshop will be released in German. Information on the software being used In this workshop we will mainly use the open source 3D software “Blender”.