Showing posts with label blender 3D. Show all posts
Showing posts with label blender 3D. Show all posts

Sunday, 7 September 2014

Witalore:Dreamtime cinematic teaser trailer!


Saturday, 1 March 2014

Ursa Cub update

Here's an update to the Dota2 courier I've been working on. This is the high-res model which will be sculpted on to add more detail and then baked into the normal map. I also created on of the three Fat Birds that will be holding him in the air for the flying version.

See more on my Polycount thread


Saturday, 11 January 2014

The Homerun Slicer: Dota2 Item

After a lot of frustration with the weapon being at 90 degrees from the expected orientation and realising I made a silly mistake we finally finished it!

The model and concept were inspired by a Digital Tutors tutorial, and made by Kejayarts (https://www.youtube.com/user/KSAJoHn) while I produced the textures.

It was entirely painted in Blender.

Meepo weapon texture


View of the text on the weapon

Meepo weapon side view


Friday, 20 December 2013

Videos!

Lately I've been working on some things for my portfolio. To that end I produced some small videos showing off some of what I can do.


Monday, 9 December 2013

Tesla S update

Another quick update. The back is proving a little tough. I am trying to match reference photos as closely as possible. Still not quite there.


Monday, 7 October 2013

Unearthly challenge Day 3&4

Update: I refined the connection between engine and hull sections as well as added various other details.



Sunday, 6 October 2013

5 simple steps to making a clean cut in Blender

In this post I will outline the method I use to making smooth cuts (or spaces) in my meshes. It's pretty basic and I'm sure you'll find examples of this elsewhere.

While I admit its not completely perfect because of the introduction of ngons and triangles, the result seems to be quite good and the amount of polygons required is quite low which is great.

The following images show what I'm talking about. The second image uses the same method to achieve the opposite shape.


The result of this tutorial


The following steps assume you have a mesh with a Subsurf modifier.

Step 1 Position where you want the cut/space in your mesh to be.
I usually use the Edge loop tool (ctrl+R) to set where I want the loops to define where the sides the thole will be. It helps reduce unwanted distortions. If your mesh happens to have edge loops already there, use those.


Step 2 Make some lines 
Draw an edge using the Knife tool (K) around the area that you want to become a hole. Ensure that when you change direction you leave a triangle between the edges as shown in the picture. Make sure the edge you are drawing is close to the existing edges you defined earlier.



Step 2 Make some space
Delete the polygons where you want the space to be. Notice how the mesh is being smoothed. This will be fixed later.



Step 3 Extrude
Select the edges around the polygons you just deleted and extrude downwards (or whatever direction you want). Again, notice how the mesh is smoothed. The next step will resolve that.



Step 4 Add lines
Creating these lines will make the corners sharp. Use the Knife tool and cut from the outer edge of the mesh up to the corresponding vertex of the triangle mentioned in step 3 making sure to cut as close to the corner as possible.



Step 5 Add sharpening line
The purpose of this line is to make the edge sharper as well as producing smoother geometry where the triangles are.



Done. I hope someone found this useful.