moonman_pictures writes: Hey , I was commissioned to make a warehouse animation for Fixsus bvba back in April 2018 and it was finished around October 2018 (a lot of other stuff happened in the meantime). I've published an article about it with backstory, some tips and other information on the topic on my website now. [...]
Erik Selin writes: In this article, the goal is to outline the key points that we need to consider when dealing with lighting and reflections in EEVEE for interiors scenes. For cycles, we had the luxury of plug and play with an HDRI. A lot of the time that was enough to get good base [...]
Jan van den Hemel writes: Bump maps or Normal maps, what is the difference and which one should you use? I was wondering this myself for a long time, so I decided to investigate. Watch this short video to find out what I discovered...
Curtis Holt writes: Hi everyone! In this video, we’re going to be taking a look at different techniques for getting interesting surface detail with the cloth simulation features in Blender 2.8. The blend files that accompany this video can be downloaded for free from the link in the video description. Thanks for watching!
About Hi, my name is Alessio, alias Zale. I’m from Italy and I’m studying to become a 3D artist. I started to learn Blender three years ago, after I finished high school where I studied Computer Science, but I interrupted my studies to start working for a software house. While working there I continued to [...]
Pablo writes: Lots of technical issues this week =( Sorry about that. Try just listening to it as a podcast. I will try my best so next week we have the best Blender Today episode ever.
The post Blender won an ANNIE AWARD! Blender Today Live #48 appeared first on BlenderNation.
Pierrick from p2design writes: Hi everyone, In this new tutorial I share tips and tricks to create an object based, stylised, tileable texture for game and I'll show you how to simulate heigh map blending as in Unity and Unreal engine so that you can test your texture quality. A french version will soon be [...]
markkingsnorth writes: My latest add-on ZigZag Extrude creates a jagged extrusion that is useful for quickly creating piping, steps, ribbed patterns or more abstract effects. You can also bend and move the extrusion. You can create pipes from different mesh shapes, e.g. circular edges: You can control the number of steps to the extrusion: ...and [...]
Jan van den Hemel writes: Continuing from yesterday's tip about how to bake a normal map, we apply the normal map to a mesh to see what that does. Different from a displacement map, but still useful - remember this is only one polygonal face! Especially for games this is quite useful as a way [...]
Brecht writes: Next meeting is Monday, 4 February 18:00 CET / 17:00 UTC. (details ) New Features and Changes Bevel: better corner shapes for inner arc miters. (Howard Trickey) Workbench support for material transparency. (Clément Foucault) Development Jeroen Bakker starts work at the Blender Institute this week, welcome! He will first focus on Cycles OpenCL [...]
Blender Ninja writes: Blender Ninja brings you a Grease pencil tutorial 1 of 2 - Blender 2.8 beginners
Jan van den Hemel writes: Normal maps, that sounds scary! Well fear not, for there is really nothing to it. Once you've baked normal maps a couple of times, you'll discover just how awesome and easy to use they are. Tomorrow we'll look at how to use the normal map we've created.
The post Daily Blender Tip 157: How to bake normal maps in just one minute! appeared first on BlenderNation.
pavla writes: Problems crop up all the time with animation projects. Frankly there's a lot of moving parts - pun intended - and therefore a lot to potentially go wrong. One common problem is when character rigs have broken links from appending or updating between multiple artists using the same file. Surely most of us [...]
Albin Merle has published his long awaited tutorial on his impressive plane crash video. Hi guys, It took me a long time to finish this simple tutorial about using the Blender fracture modifier built to create a quick plane crash scene, but it's finally out ! This is an advanced Blender Tutorial, to keep the [...]
My name is Paco Barruguer and I'm from Burriana, a little city in the Spanish east coast, about 40 minutes from Valencia I work in a ceramic tile company, in the marketing department making catalogues, brochures, advertisements, doing photo retouching and occasionally little 3D scenes about new products, and stands for fairs or showrooms. I [...]
Matthias writes: We’re happy to announce the full release of our noncommercial and free-to-play title Letzte Worte on Steam. Try it out, if you have access to a room-scale HTC Vive or 360° Oculus Touch setup. Trapped in a strange shattered world lost in fog, you take a trip down memory lane. The past not [...]
Here's my latest overview of the best Blender work on Sketchfab this week. And remember: add the #Blender tag if you want me to find your work! AUDI Q7 demo by Sketchfab on Sketchfab Red Hat by Moogl on Sketchfab Offroad Car #3 - Stylized by elred on Sketchfab Bulldozer Undercarriage Rigged (High-Poly) by VIS-All-3D [...]
The post My favourite Blender Art on Sketchfab: 2019, week 6 appeared first on BlenderNation.
DerekElliott writes: What's up Blender Nation! Derek here again with a new tutorial, this time in Blender 2.8 and using the wild and (not so new) EEVEE render engine! Today we're making a looping "cloud in a cube" style animation using EEVEE's powerful volumetric rendering capabilities. As always please let me know if you have [...]
The post Create a "Cloud in a Cube" Looping Volumetric [EEVEE!] Animation appeared first on BlenderNation.
Last Saturday, Ton Roosendaal received the Ub Iwerks Award for technical achievement at the 46th Annie Awards, at the UCLA’s Royce Hall in Los Angeles. The Annie Awards are accolades presented annually by the Los Angeles branch of the International Animated Film Association, ASIFA-Hollywood since 1972, to recognize excellence in animation in film and television. [...]
The post Ton Roosendaal Receives Ub Iwerks Award for Technical Achievement appeared first on BlenderNation.
Jan van den Hemel writes: When using pixel art as textures, you don't want to lose any of their blocky goodness. But Blender by default will make them blurry - here is how to set the texture node up correctly.
The post Daily Blender Tip 156: How to correctly display pixel art textures appeared first on BlenderNation.