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Joakim Tornhill (BlenderInsight) writes: Every second week, I have a "create a procedural material" challenge in my Facebook group. Even if I'm not able to win since I decide who wins... I like to take them myself :). This time it was to create an "easy to use Group Node for creating apple Peels". So, [...]
pavla writes: Sources of inspiration can be huge productivity boosters. Today, in this video tutorial we'll take a look at an AI text to image converter that generates some pretty amazing results!
Every week, hundreds of artists share there work on the Blender Artists forum. I decided to put some of the best work in the spotlight in a weekly post here on BlenderNation. Featured work: Dave by lucasfalcao Character Portrait by ToshiCG Creature Assault by Pierpaolo Playroach by Christian_Lipski Interior scene (with Deer!) by Marek_H Juicy [...]
Montedre writes: In the second of my tutorial series on Armory Logic nodes I am covering the event nodes for armory. These are the foundation of most the node trees you will create for your games.
Dorian Zgraggen writes: I recently entirely recoded cgbookcase.com and I thought it might be worth sharing here: There are now 250 PBR textures available for free in different resolutions. The texture library is now much more searchable because you can filter by category, minimal resolution and by tags. Also, there's texture map previews and a [...]
The post 250 Free CC0 High-quality PBR Textures from cgbookcase.com appeared first on BlenderNation.
yogyog writes: The second of a set of two tutorials: different approaches to using Rhubarb Lipsync with Blender. This one is on animating a mouth with shapekeys - the first is on stopmotion-style animation. RHUBARB LIPSYNC is an open-source automated lipsync program by Daniel S Wolf. It was used on the 2017 Ron Gilbert adventure [...]
London based Blender artist Louis du Mont shares the creation of his SphereBot. He used a combination of Blender+Substance Painter for the bot and some quick photogrammetry for the ground, and the result is amazing! My name is Louis du Mont, I’m a 3D Artist working at a London, UK based company called Formation. I [...]
Chad Moore host from the TechArtJam pod cast talks to Rigging Lead David Hearn from Tangent Animation about his work on 'Next Gen' in three podcast episodes. Reminder: you can now watch Next Gen on Netflix, and the team behind the production has already answered numerous questions here on BlenderNation as well. Brad spoke with [...]
The post TechArtJam: Interview with David Hearn from Tangent Animation on 'Next Gen' appeared first on BlenderNation.
Justin writes: Hello BlenderNationers! This video is all about using markers to plan your editing process in Blender's Video Sequence Editor (VSE). I demonstrate 2 ways of marking your footage for editing. Also I want to apologize for my recent elusiveness. I just moved into a new apartment and I'm finally getting settled in. I've [...]
The post Blender for Blogs | Phase 3 - Part 4: Markers and an Apology :) appeared first on BlenderNation.
The Bricker add-on generates some pretty amazing LEGO-like models. Bricker is an addon for Blender that converts any 3D Mesh into a photo-real 3D brick model. You can also use Bricker to generate animated brick models from keyframed animation, simulations (such as fluid, smoke and fire, or soft-body animations), armature, and much more.
The post Bricker – Photoreal LEGO/Minecraft Simulations [$] appeared first on BlenderNation.
Rico Cilliers writes: In this video I show a simple way of baking thickness maps from high-poly onto low-poly geometry. Thickness maps are useful in many textures, as they mask out the areas on the model that have less volume. Typically I use them in character skin shading setups.
moonman_pictures writes: Moonacious greetings foes and friends, it's Jojo for Moonman Pictures. I've been up to alot lately, updating my website bit by bit, making new tutorials, freelance work and more. So let me introduce you to a series of smaller tutorials that I'm working on: The 'BLENDER LIKE A BOSS' series is focused on [...]
I've featured Armando Tello before, but felt his recent new work deserved a place in the spotlight. Enjoy!
Montedre writes: I have started a new series of tutorials over on Armory, Blender, Game. This series of short tutorials will concentrate on explaining the logic nodes that are used in the Armory game engine for visual scripting. In this first video I cover the very basics of using nodes in Armory. We show you [...]
For the second challenge in his Simplicity September, Grant Wilk provides a .blend of 'Stegg', an adorable little character. Submit an entry for your chance to win over $1,800 in prizes! Challenge #2: LIGHTS, CAMERA, STEGG! 😎 📝 TASK: Texture, light, and compose a render with Stegg! ⏳ TIME: Ends 9/20/2018 at 11:59 CDT! The [...]
Porter Nielsen writes: In this tutorial we look at the very simple but powerful modifier; mask modifier. The modifier takes to different inputs, either a vertex group or an armature and masks based off of those selections. Some uses of this modifier are to help while weight painting in order to rig a mesh, or [...]
pavla writes: It's pretty easy to create rain in Blender, but it's much more challenging to make it affect materials realistically. In this video, we'll investigate how we can utilize wetmaps to create a realistic rain-wetting effect using dynamic paint!
The post Realistic Wetting Rain in Blender! (CGC Weekly #23) appeared first on BlenderNation.
Lucas Falcão writes: I've been working on the guy since the beginning of last month on my free time, his name is Dave and it's based on the concept art of Alfred Achiampong. Alfred was pretty gentle in let me do this 3D version of Dave and even more gentle for let me change the [...]
Pablo shared the latest updates on Blender 2.8 development last night. MULTI STUFF! Get the latest updates on the multi object editing features on Blender Today Live.
SimonSanchezArt writes: Simón Sánchez shared this timelapse of the creation of an asset, Leonardo's Sketchbook. The process starts with modelling in Blender, sculpting and unwrapping, then the final step is texturing with Substance Designer and Substance Painter.
The post Timelapse: Leonardo's Sketchbook - Modelling, Sculpting & Texturing appeared first on BlenderNation.