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Showing posts with the label sculpting

a few renders and stuff

Open Sourcing

Some days ago, I caught myself ranting while doing a test recording for a tutorial. I've been asked several times to produce a sculpting tutorial, but, since I'm still learning and still trying to figure out a lot of things, always ended up with the feeling that everything I could say has already been said. So, the only point for it would be to talk about the Blender specific topics. But there aren't many things about my work flow that are Blender only. I think I covered all the needed settings and the brushes I use lately with the Onion branch in the following pdf. Click the image to download the file. So, my rant was about how there is all this free knowledge online about sculpting, but, a lot of Blender users seem to neglect it because they only look for Blender tutorials. And that gave me the idea. Publish a list of all the videos and tutorials I've been gathering, and let everyone compile their own build of 'Sculpting with Blender'. Even thoug...

July 26th/August 20th: Videos

Spread around

Ok, so...this is the third entry this year in the blog, and it's July already. The thing is, I started posting my stuff in a few other places and always made updating the blog the lowest priority. At first I meant to do some monthly updates with anything I had, but posting the same thing all over again at a later date made no sense actually, and that got me thinking about what to do with this blog. For starters, there's been some sort of redesign. Blogger added new features and I played with them a bit. Happier with this design than I've ever been with the previous one. Along with the new colours and blurry fuzziness came a widget link to my Twitter account . This is nice and all, but I don't see a way to subscribe to that other than joining their site. So there's the box to show what I post in there, that you will probably only see when you visit here, and, with no new posts, that'll be never. The important thing about this is: Where's the content gone? Mos...

about time this got updated...

More than a month since my last post here. I've been working on a few different things, and, now, instead of saving the pictures to create a few different posts, I'll chose the dumber option of dropping them all in this one.(so, beware! huge post ahead) First: Some time ago I drew some storyboard sketches from a friend's short story. As a means to test how fast I could produce the sets to develop a small animation, I've decided to build this scene. I used a lot of assets from blendswap.com and managed to create this scene in a couple of days. Re-using already made objects left a lot of time for texturing and, even though the level of detail is not exactly where I'd like it to be, it somehow convinced me to further plan on doing this. I'll have to do some more tests and plan things carefully if I end up deciding to do the animation. And that includes having to learn how to animate, which probably will tear my dreams apart. Anyway, that's it for now. Here...

sketches #16

New doodles...now with textures! ...ok, except this crappy lizard...

ape head

Inspired by blender's monkey primitive, I did sculpt a chimpanzee head past week. Hope you all like it. :)

sketches #15

Dumping what I've done lately...

sketches #14

new and a couple of videos...a timelapse of the dragon and a turntable of the alien head

sketches #13

latest bunch of doodles

sculpting time lapses

I've recorded most of the stuff I've been sculpting lately, thanks to the screencast feature that now blender has. It really is much easier to work with the resulting image sequences that blender creates, than trying to re-encode .ogv created by recordmydesktop, that I used to use before. Here are the videos for the last 3 heads I've done.

sketches #12

A few tests with the new blender2.5 beta. I'm growing tired of the way I sculpt fine detail, tried something a little different with the last one. All of them, except the first one, started form a sphere. Had to go up to 6 million polygons with the last one, because there wasn't enough resolution on the face for detailing. Good thing is, I've been able to render the mesh with render25 branch :)