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
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 🙂
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.
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 […]
[kc_row use_container=”yes” force=”no” column_align=”middle” video_mute=”no” _id=”802638″][kc_column width=”12/12″ video_mute=”no” _id=”245113″][kc_column_text] 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
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
I do cleanup for ads, music videos, feature films almost on a daily basis, and there is not much things that can surprise me in this field. But the next case was a little unusual.
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
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.
In different software they called differently: empties, nulls, locators, etc; but the idea stays the same – to organize objects hierarchy in you scenes. Think of it as of folders in you operating system, or boxes on which you put labels and can conveniently store and transport a bunch of objects inside of them.