WIP procedural bumps on the key
What I want is inverse kinematics...
Experiments with armature on non-organic objects
testing cloth physics
Not ready yet...
More than 200 objects will be animated...
new animation project
Testing the principled hair shader
particle shader (video)
Experiments with procedural shaders
Final render. The model is not mine, I was just following a tutorial.
Working on the glass texture now
WIP. The model is not mine. I'm following a tutorial and only working on textures.
Adding details to the rust part of the shader
WIP mixing multiple shaders
Working on a new complex shader
Dynamic paint experiment
An eye made with procedural textures
Pointiness, bevel, and other tricks to target specific parts of a mesh
Testing more complex shaders
Brick & checker textures
Testing the Voronoi texture
working on a road texture
Just in case...
A banana. I painted the texture.
Volume of light absorption
metaballs as hair particles on a cylinder
creating an optical illusion
Steampunk machine. Final render.
Starting a steampunk project
testing Blender addons
elephant based on a video tutorial
Landscape - trees added with a particle system
Testing the cloth animation tools
"It's raining, Invisible Man!"
shaders and light effects. I added some glare to the street lights.
I'm trying to use the dynamic texture paint technique with rain particles falling on the character.
New project. The character is provided by MBLabs, an addon for Blender.
Testing dynamic paint
More tests with Rigify, an addon for Blender
Testing armatures and bones for animation
Mini Anubis and Bastet. Final render.
A short animation of the alien gun
I'll animate some shader properties to make the gun shoot rays
Compositing nodes will enhance light emission.
Final render with underwater light.
lights and colors, work in progress
Remade a high poly shape, and added details with sculpting tools.
First attempt at adding details failed. I'll try again with other tools.
The shape was not correct. I fixed it with some reference images.
low poly shark
I tried to bake the normals, but didn"t get the expected results.
Thanks to global displacement, each stone of this road has a unique shape. Unfortunately, the whole object is made of more than 3 millions pixels. I will have to bake the normals and use them on a simpler mesh.
An attempt to make the giraffe walk
With these rigging tools, I can move the giraffe.
Adding an armature for animation
Starting a low poly animal
With this low poly rocket, I learned how to use the ShrinkWrap modifier.
I'm trying to add flowers, but I have this transparency issue.
painting the bridge
painting water today :p
I started painting the textures. I've never done that before.
UV mapping. Last step before texture painting.
Some objects share the same mesh. It will make unwrapping and texture painting easier.
Low poly bridge and river
Retoplogy. Removing unnecessary vertices
Starting a new project
Starting a new project
Final render with lights and colors.
More details. The rope was made with a cube and the screw modifier.
With the roof. I learned to use the sculpting tool to move a group of meshes instead of other techniques like lattice or proportional editing.
Low poly well. From a tutorial
Baking textures allows to use the details of a complex mesh on a simple one. The planks look similar, but one has less vertices than the other.
Baking textures from the high poly to use the low poly version of the plank
I'm following a tutorial using sculpting tools to make low poly game assets
A dice made with boolean operations
Learning how to bake textures
With the armature and inverse kinematics, I can animate my character!
I added an armature to the character so I can animate it
character with more details
Sculpting a character. WIP
High poly to low poly. Retopology.
More practice of the sculpt mode
Learning sculpt tools
Another dog, this time with a mesh and subdivision surface
A dog made with metaballs
I tested the skin modifier and tried to make a dog.
Lava lamp animation
Metaballs are fun!
new project: lava lamp
In Blender, you can drive any property of an object with any property of another object. Here I rotate the cube by moving the sphere.
lights, materials and compositing
testing an environment
Starting a new project...
Final render. I'm disappointed with the light, but it's time for a new project.
Today I tested various render and material settings. When I'm done, I can finally start the final render. It will take a few hours.
Wireframe view of the kitchen. I'm adding an HDRI background and a portal light to reduce noise in the final render
Added more details
I added assets from the previous days to the kitchen scene.
Legs are made with the Skin modifier
This thing was harder to do than expected. I used "bridge edge loops" to make the corners.
Refrigerator. The handles are subdivided, solidified planes.
The kitchen sink from day 12 is back!
More kitchen. Started working on materials.
More kitchen parts
More kitchen parts
Bridge edge loops are my favorite tool for this kind of shapes
Kitchen sink. WIP
A few vertices, the spin tool, and subsurface + solidify modifiers
I made a flat version and then used a curve modifier.
Table mat. The material comes from the BlenderKit addon. Then I played with UV mapping.
I used the physics properties and let them fall in the bowl.
Plates for the future kitchen scene
An empty jar
I'll be working on a kitchen scene. This soap dispenser is the first step.
I'm learning 3D modeling with Blender 2.8. This is my first attempt to create a Moai statue