For those of you who don’t know, HDRI-environments are 32-bit images that you can use in your 3d scenes as way to more accurately replicate lighting and reflections from a real life set. That makes it perfect for VFX integration work like in the image below
This image is a frame from a short animation I did for my demo reel.
The background plate was shot in 720p with my handheld Panasonic DMC-TZ10 camera. It was rendered in Cycles, with a custom HDRI-environment. Additional passes was rendered with Blender Internal and comped on top, like AO, Shadow and Velocity-passes.
I’ve used HDRI’s for years, but I have never actually known exactly how make one from scratch… until now
Real life shiny ball to the left, and Computer Generated version of the same scene on the right. That is really cool!
Unfortunately Gimp does not support 32-bit images so I had to use Photoshop to create this. It would be really nice to be able to create this kind of HDRI with open source software. Hopefully Gimp will support 32-bit in the future.
I’ve spent a bit of time organizing all the objects in the scene. Everything is now named properly + fully rigged and should be ready to animate!
It’s been a while since my last post. There’s 2 reasons for that. 1st is that I’ve been sick. Nothing serious, but I wasn’t able to work for about 1.5 week. That was very annoying.
2nd reason is that I’ve been very busy making a HiRes-model of the Viking Mech from the Starcraft 2 game.
Here’s a Blender-screenshot with a “cycles render” on the left + openGL-wireframe to the right.
(click on the image above for HiRes version the screenshot)
I’ll post more about this project later
Here’s an update of the Hydralisk-project. It’s just 1 frame of a short animation that I’m currently rendering.
It’s rendered in Cycles, with additional passes rendered in BI.
Quick little tip on how to render a SSS-pass with BI and comp it into a Cycles render.
Here’s a timelapse sculpt- and modeling-session where I do a Tauren head. This is a “prototype-tutorial”. So no voice or music, just timelapsed screencapture.
The tutorial is a little over 18 minutes long. I start by making a “concept-sculpt” in Sculptris, then I reduce and export that sculpt to be retopo-modeled in Blender.
This is not what I would consider a “beginners-tutorial”. It’s more just a demo of how I work.
I used CamStudio, Blender and Handbrake to capture, edit and encode this tutorial.
Small post. I rendered a short camera-animation + compositing breakdown of the project
watch it on vimeo!
I wanted to test Cycles with a real environment project. So I recreated a scene from an actual place called Hashima.
(click to watch Hi-Res)
Hashima is an island outside of Japan that was used as a coal mining facility from 1887 to 1974. It’s been completly abandoned since then. You can read more about it here:
I used Cycles as main-renderer. Additional passes like volumetrics, ID-pass, AO and Mist was rendered in BI and composited in.
The ivy was made with the IvyGen addon, the rest was modelled manually.
Hope you like it!
I’ve made a quick pose rig and decided to do a proper job weighting this guy.
This time I used a technique from Nathan Vegdahl’s Mammoth weighting-tutorial. Follow the link bellow if you want to know more about that.
I’m not currently planing on making an animation, but in theory I could reuse this “Pose Rig-weighting” and make a full Animation-Rig with that.
Bellow you can see a 2 poses, the right one is just to show that he is in fact quite flexible.