After three weeks we already have a first version of animatic! Things went fast the first 3 weeks, with 5 weeks of time left still to tweak & refine (before filming starts). We also had the first designs in for the costumes! Casting info is still unknown, have to hunt the Casting Agent this monday. As weekly visitor we had composer Joram Letwory.
This is one of the rare shots from our shooting during production
The render machine is running and purring and I already have 80% of the movie in 1080p rendered out. As of this writing the remaining render time will be ~48hrs.
During the course of this final rendering, all sorts of little nasty and quite unexpected problems surfaced, which forced me to tweak and investigate to force the render to be what I wanted it to be.
It seems that running with everything fully turned on, you start to experience all the bugs which you wont get in a decent and small production. One especially mysterious problem was e.g., that exactly one frame out of 250 came out totally black out of compositing. All the frames before and after where perfectly fine, just this single one had some special ‘features’. Tracking down the problem revealed at first, that a blur node with fast gaussian produced a black image. Even switching to Gaussian or Flat produced black blocky artefacts in the result.
In the end I found the problem to be one layer fed into a Hue/Saturation/Value node to cause this whole problem. When exchanging this node with an RGB node everything worked fine again.
My thought was that once the rendering was done I have a final movie in terms of visual appearance as the colour correction was already done in compositing. I did quite some reading and testing in the past couple of weeks and am now convinced, that a final colour correction pass is in order.
Initially I wanted to do this with blender, but at it stands now, only primary color correction is possible in an easy way. Any secondary colour correction needs a huge amount of tricking and fiddling around, and I quite frankly do not have the patience to do this at this stage. I want the job to be done.
I looked for alternatives and unfortunately Lightworks is not yet available for Linux. This will be a piece of software I will really like to try out.
I found no other real solutions in the Linux world. But there is a free ( but not open source) alternative for the Windows platform: DaVinci Resolve. The free version lets you do everything the full blown version does but is restricted to 1080p maximum Resolution, not a real problem for me here
I already played around and tested various aspects on actual footage from Ara’s Tale and must say that this is a joy to work with and it gives me yet another tool to enhance the visual storytelling.
My workflow now is to render out the movie to DPX image sequences and feed those into the DaVinci software. The output will be DPX again and those will be the final picture locked frames. From there I will use ffmpeg to encode to the various formats I have in mind for distribution.
The music and sound work is also going quite smoothly. Mikkel has started to deliver the first sounds and FX and the first integration tests are sounding really phenomenal! There is still a lot of work ahead, but it’s quite clear the the end result will be absolutely beautiful.
And as a last note, I plan to do more regular mini updates through my google+ account. For those who want to follow there here is my link.
It is important for our values that we support as many platforms as possible. In addition to our current platforms of Windows, Linux and Mac OS X, we have decided to add support for some still strong but aging platforms. Today we finally finished our work on a the old Amiga raytracer "Traces" written by Ton Roosendaal in 1989 and our first renders are now rolling. Please report if you have any problems with the clients on your Amigas, and remember that no-one needs more than 16MB of memory!
You can check out the first test render ever over here!
Liven up the wait during rendering with this add-on by Jason van Gumster! Jason van Gumster writes: While rendering, “elevator” music automatically plays. When the render job is complete, a bell rings. You can optionally enable and disable the music and … Continue reading →
Hello and welcome to this collection of topology videos on understanding mesh topology for modeling!
Mesh topology is arguably the single most important aspect to a high-quality model in many different areas. No matter whether you’re preparing a model for animation, modeling clean hard surfaces, making an organic model with smooth curves, or simply modeling something that is easy for other artists to work with, topology is key to each of these.
What is topology?
Topology refers to the structure of your mesh and the way the mesh flows around the surface and details of your model. Due to the complex nature of topology, truly understanding it and grasping how to create clean, effective topology for your models, of all subjects, can not only be daunting but also very challenging. Historically there have been only a few tutorials scattered across the web that really delve into understanding topology. We wish to change that.
Starting a while ago, Jonathan Williamson began producing Topology Overview videos here on Blender Cookie that attempted to demystify topology for everyone. Each of the videos have been very well received and so we have gathered each of those videos, along with our other various topology videos here on a single page; giving you a one-stop place to learn topology.
Jonathan is a self-professed topology snob and has made topology a strong focus for everything he does. He has given many lectures on topology and constantly works to help make topology easier to understand and learn.
Yesterday the courier arrived and we received the two – sponsored by Nvidia – Tesla computing units we’ve been waiting for days! It’s been a nice afternoon at the institute, with Sergey configuring the correct drivers in order to unleash the power of two cards and Ian making fruit smoothies to relieve the tension. More interesting information comes after the documentary “A Tale of Teslas”.
If you skipped the video, here the render time for the BMW benchmark file:
1 Tesla: 1 min 4 secs
2 Tesla: 34 secs
Although this result is not really comparable to the one obtainable with a GTX 580 (23 secs), there is a main difference: Tesla cards have 6GB of memory, each. This means that in the dual configuration we could render a test scene (the bridge scene) with several GB worth of textures and data (otherwise impossible on a GTX).
The time for rendering such scene was:
Dual Tesla config: 5 mins
Dual Xeon rendernode: 15 mins
We are going to get Brecht over here very soon to see if he can improve the performances of Cycles on this cards. Will we eventually be able to replace the whole renderfarm with a GPU-based solution? We don’t know yet!
Currently we’ve put the cards next to more humble GTX 260′s in two workstations, this will help designing a lot. Special thanks to Nvidia for giving us these cards to test!
My first iPad game,Astra Itinera, is now available on iTunes! Astra Itinera is a turn-based strategy game. Check out the Facebook page.
Astra Itinera grew out of my AS3 Strategy Games tutorial series. If you'd like to learn how to create random terrains, use connected component labeling, A* (a-star) pathfinding, state machines and more, check out the tutorial
Recommended by MacMost.com: "The interface is simple, but the game play is deep."
I was looking through my hard disc for inspiration and came across an image I created a long time ago. It’s a scan of a sketch that I coloured after scanning.
One of the things I like about this illustration is the giant transparent bubbles on its flanks. Some parkland can be seen below the protection of the nearest bubble and even the suggestion of a swimming pool.
I’ll probably scale it up in GIMP and work into the illustration a little to make it look like the other spaceship illustrations used in the game. At the moment it has more of the style of the sort of spaceship you might see in a Japanese animation. That’s no bad thing of course, but it’s not the look I want for the Extreme Future role-playing game.
Monsterdog at Blenderartists.org came up with some good ideas about how to start a good car paint shaders with built-in metallic flakes. You can follow the discussion about this material in the...
Campbell Barton ported the OpenStreetMap import script to 2.6 for us !
And it’s now in trunk.
The script loads XML files saved from the OpenStreetMap website (http://www.openstreetmap.org) into Blender (as edges).
This was quite helpful in blocking out the Oude Kerk area for mango (to correctly place the church and the buildings around)
Now, we’re integrating these maps with more detailed infos (necessary for the final models but also for animatic / previz purpose)
The the finer measurements will come from survey or more accurate plans : city planning maps can be very useful in these situations (especially roads height measures)
We haven’t got those yet but we might be able to get all needed data from tracking (Sebastian is testing that on the ground surfaces just now)
Last november I asked if you would like to meet other Blender users in your area. The number of replies was amazing – MANY people wanted to connect locally with other Blenderheads. Now it’s time to actually do something about … Continue reading →
The Pet Dragon, the fantasy novel I’ve just written, has turned up on Amazon, and looks nice there on the old familiar Amazon product page. I’m very happy with the green cover, which gives a good feeling of the elves and forests of the novel’s setting.
It’s great to see it there and after exploring a little further, I found there’s a way to enable the ‘look inside’ feature. I simply fill in a few details and send a request email, and, according to the information on the Amazon site, the feature will soon be enabled. I’m a big fan of the ‘look inside’ feature and I’ve already sent the email, and of course I already have a PDF I can upload, so the feature should be available for The Pet Dragon very soon.
The book is an old-school fantasy novel containing the first installment of the story of a young elven maiden who goes from obscurity in the forest to playing a huge role in the destiny of the fantasy world in which she lives. The first stage of her story is her meeting with a freshly hatched dragon, and the friendship they form that will go on to have such a huge influence on the direction of her life, and the lives of those around her.
SketchFab is a new online 3D showcase service, that allows you to embed 3D models on your webpage using WebGL. They allow direct upload of Blender files. SketchFab writes: SketchFab is a free service offering a simple way to upload … Continue reading →
By Metalix. Metalix writes: I decided to release this little goody. For one of our school projects at natcoll we were asked to build a game crate. So I came up with this. It was actually so vivid in my … Continue reading →
Romanian artist Imre Horvath created this paper Maquette based on a 3D design in Blender. Imre writes: I made this maquette of the Huniad Castle (Hunedoara, Romania) to order. First I created the 3D design in Blender, based on photos and … Continue reading →
I decided to post a few production tests to the blog just for fun. Here is an animated version of a first idea for the title treatment. It originally had flames behind the logo at the end, but it was too much, so here’s the version without the fire at the end. (Watch in HD if you can!)
I’ve also been working on a workflow for animating a ship on the ocean mesh. Here’s one of those tests.
I’ve also been testing out using the new Dynamic Paint tool as an animated mask for revealing something written with pen and ink. It’s not perfect but it’s not bad. The resolution of the mask is not high enough so the edges are a little rough. Good proof of concept though!
Terry Wallwork likes to keep a close eye on the changes in Blender code by reading the SVN commits (see his Google+ page). Because of their sheer volume and often cryptical descriptions, it’s difficult for most of us to make … Continue reading →
After finishing the Track, Match, Blend DVD this week I could finally start doing something more useful for the production.
In order to help with the reconstruction of the set at the Oude Kerk I have started tracking various shots that I took there, getting a more or less good geometry reconsctruction out of that. But there is always a slight error margin in these tracks, so the resulting geometry is never 100% perfect. Still, it is very useful to get a sense of scale and proportion with some actual footage. The nice thing about Blender’s tracking system is the flexibility to link in several shots at once and align the cameras manually, to get multiple views aligned, and thereby getting a pretty big point-cloud reconstruction of the scene.
This point cloud can then be used to create simple geometry from it that can then be used for scene reconstruction etc.
The next development target is a more advanced way of aligning several shots to eachother as well as to some already existing geometry. First this will not influence the actual solution, but once we get Keir’s new solver it will probably even be possible to set some known constraints to help the solver. But being able to constrain the camera orientation to certain points will be the first step into that direction.
Sergey is already on it! And knowing Sergey, it can’t be long until this becomes possible. :)
By Thio. Thio writes: Hi, this is One of my favorite pieces that I made is simple but I work on it for 12 hours I model it and shade it, complete it in blender it has around 256 passes … Continue reading →
March is nearly over, the filming dates (around May 10) are getting closer every day! So much todo :)
Here’s some news tidbits from the production department:
Composer & sound designer: Joram Letwory
I’m already following Joram’s work a couple of years – yes he’s the brother of Blender developer Nathan “Jesterking” Letwory – and I’ve always been impressed with this work. More over, he’s not only a great composer and sound designer but even doing film and hiphop & dance clips! I’m very happy he accepted to help us with music and sound! It’ll be a tough job to work in the shadow of the great Jan Morgenstern, but it’s time to give a new talent a chance to get a public portfolio with a film soundtrack!
Ian and me had a meeting with production designer Romke Faber to go over a lot of practical filming details. He already did film design for several blockbusters here in the Netherlands. Needless to say – good quality films have production designers involved from the very beginning! For Mango, we have a lot of great artists on board already though, under Ian Hubert’s creative direction. For the filming itself however we can really use Romke’s help here. We’ll only have a week to film and we better make our sets & props work out perfect!
Rob Tuytel arranged us a surprise visitor next week: monday the famous director Dick Maas will be coming over for a studio visit! Dick is the renowned (and and first!) action & horror director we have in the Netherlands. His films usually give a nice level of controversy – with as many haters as lovers. His somewhat cheesy Dutch style is definitely well aligned with Ian’s American cheddar approach! It’ll be a fun visit ;)
Joris Kerbosch (DP) has already found us his crucial buddies for on the set; a Key Grip, a Focus Puller and a Gaffer! I need to settle deals with them first, then we’ll talk more about it.
Sebastian – finally done with dvd duties – now is refining our breakdown spreadsheet into fine detail for sets, props, etc. He’ll be doing preparations & tests for us as some kinda mix of assistant director & production designer. That’s what vfx supervisors do!
Thomas Dinges and Andy Goralczyk are hosting a Blender workshop at the German FMX conference on May 10th. Thomas writes: It’s FMX time again! Andy Goralczyk and myself will present Blender at FMX...
By Zero4mike. Zero4mike writes: Seat! Simply a collection of seats that I made from my abandoned short-film project, Seat!. Not long ago I decided to dust-off my models and share them with the...
Although this is not strictly Mango-related news, I would like to share it with as many blender users as possible. A few days ago Ton asked me to collect some nice blendfiles to use as Blender feature showcase for one of our sponsors: HP computers. This is called the Blender Demoloop and will be displayed on booths, computers in stores, and so on. It will eventually fit on a USB stick as a portable demo. It will also be available for download under CC-BY license. I’m asking for support to the community for two reasons:
testing the demoloop and providing feedback
provide more/better contents for it
How to test the loop
You can download this archive (~300MB) and try opening either _start_demo_CPU.blend (cycles render will be done with CPU) or _start_demo_GPU.blend (cycles will use GPU). WARNING: you need a very recent (trunk) version of blender, which you can download here. Please be patient for a few seconds after you open the file, since the loop could take some time to start. If you encounter any issues please make sure to mention your blender build, OS and basic hardware config (RAM, GPU, ecc).
How to provide contents
Just leave comment here with a link to the content you would like to point out. We can accept only CC-BY, CC-0 contents. Your work will be properly credited of course.
Please help spread this message so that we can create an awesome showcase and prove Blender’s industry-level capabilities.
Join the Blender Wiki Documenter Meeting next Sunday! Ivan Paulos Tomé writes: In the next Sunday, at 9:00 (- 3 GMT, Brasilia) , we will be doing a Documenter Meeting for Blender Wiki. By consequence, we will have the first … Continue reading →
Hello and welcome to this quick video tutorial tip for using shape keys in Blender 2.6!
Through this video Jonathan Williamson will give you a quick introduction to shape keys in Blender 2.6 and how to use them.
Shape keys are also known as morph targets and can be used for anything from mesh animation to facial expressions to fixing bad deformations from rigs.
I’m working on Illustrations for a new supplement for the Extreme Future sci-fi role-playing game, which I’m thinking of calling Deep Space Encounters. The picture is a space pirate in a jungle on some lonely alien planet in the outer reaches of the galaxy.
I’m thinking that there’s no reason pirates shouldn’t bury their treasure in the extreme future, just as they did in the past. I’m writing that up as an encounter for the game as we speak. Perhaps the players will find a pirate spaceship orbiting an out of the way planet, with the spaceship strangely deserted. The encounter would then revolve around the pirates on the surface of the planet fighting it out over treasure buried in a terrible alien swamp.
The illustration will go with encounter description. The pirate in the illustration might even be the leader of the band of interstellar cutthroats.
The whole book will basically be a bunch of wandering monster tables, but for deep space and with fleshed-out encounters rather than just a bunch of monsters for the players to deal with. Putting the book together is proving a lot of fun and, with a bit of luck, it’ll be finished soon. I’ll upload it to the RPG Drivethru site as soon as it’s ready, so it can be downloaded straight away., along with all the other Extreme Future stuff.
At this time of the year, the hedgehogs usually migrate through our property, moving between some unknown overwintering destination and (presumably) Deans Bush. Tonight, I managed to catch one of 'em in action.
The Google Summer of Code is ready for applications! Ton Roosendaal writes: Here’s the notes from today’s meeting. 1) Blender 2.63 progress Reminder: release schedule & targets. Campbell reports on BMesh. Better Python docs. Added documentation on updating Python scripts to … Continue reading →
The Blender Candy branch includes few new very interesting features for the BGE such as realtime SSS and Area lights which can be previewed in textured mode right inside Blender through using the logit brick light highlighting tool. Planned and … Continue reading →
Another great thing with cycles is that you can make a good render machine out of an old computer: just buy a new graphic card ! No need to upgrade CPU, motherboard, or even RAM, just plug a recent graphic card and voilà. A long time ago (2005) I bought a Dell PC for rendering, [...]
Andy Goralczyk and myself will present Blender at FMX 2012, the “17th Conference on Animation, Effects, Games and Transmedia” in May this year in Stuttgart (Germany).
Check out the Blender Workshop on Thursday, 10th May: Blender Inside Out
I feel very honoured for having the chance to be there again, it’s a great place and many extraordinary people from the cg/film industry are there!
Just a quick update on this. As I finally managed to have some spare time today, I spent some time doing some "fun" hacking for a change (from writing reports and reading papers)...
Auto-Mass - Select a material preset to calculate mass
I've just pushed two changes to the Git branch:
1) An "auto-mass" feature, which calculates the mass of objects based on their volume sizes (mesh-objects just use the bounding box for now, which may overestimate in cases) and a "material" preset (which provides density information about the type of material that your rigidbodies are made from). Activate this tool from the "Change Mass..." tool in the toolbar, from the RigidBody panel. No more guessing mass values for hundreds of fragments by hand anymore!
2) An experimental patch from Sergej Reich which makes the collisions work properly out of the box (i.e. fixing the various problems with mesh-mesh collisions many were having).
Follow the development of this Blender/Unity powered adventure game. Manuel writes: We are “Serious Monk”, an independant game-studio working on our first Prototype, a Point-and-Click Adventure called ‘No Place For Traitors’. We use Blender as the 3D software for modelling … Continue reading →
A French 40 minute tutorial on lighting and compositing this scene. Benjamin Vurlod writes: This Tutorial will show you the process of Lighting and Compositing a Hall and Staircase Interior Scene in Blender. Topics covered in the Tutorial include: Set … Continue reading →
This blue cat is a nice looking image and I’ve uploaded it – as I have a load of other stuff – to Society6, for sale.
The blue cat in this illustration is intended to look complex and sophisticated, and although it is speaking in the image, the only words that are coming are spirals.
The cat is a relaxed and urbane creature that obviously lives in the city, and a cosmopolitan city at that.
It even looks a little mysterious and evil. I designed it together with my girlfriend.
Luca Bonavita writes: Some time ago we’ve been asked to build a system to let people in a trade fair to interact with the 3D model (displayed on a screen) of a product with more than 700 possible configurations, using … Continue reading →
Can I in good conscience suggest you watch this video? No. And yet- it is here.
13 minutes of almost completely unedited Mango action; mostly filmed during times that have almost nothing to do with mango, and featuring an absurdly disproportionate amount of Ian’s face.
Terry Wallwork reviews Jonathan Williamson’s latest training video. Terry Wallwork writes: Jonathan Williamson – Architectural Visualization In Blender 2.6 – Training Video Recently...
Over the past few weeks there has been quite a lot of discussion about projects which would be cool to have for this year's Google Summer of Code. With applications opening again this week, I'll take some time to quickly go over a few of the project ideas that have been coming up.
By Julio Cezar Pires. Julio writes (translated by Google): It is an honor to model a character I loved so much in the infancy until today it amazes me why they had no better choice to model the Sonic, I … Continue reading →
With winter slowly creeping upon us (the last few nights have been starting to drop down to single figures, and next weekend daylight saving ends), it was time to finally harvest all the fruit and veges that had been growing around the house over summer.
Greg Zaal describes the creation of this image in a six-part videotutorial. Greg Zaal writes: 274 days later and this series is finally done. The tutorial is split up into six parts: In part one we model the basics of … Continue reading →
Just wanted to share one script which might be useful for almost everyone (and after some further improvements for everyone :)
This script checks which files in svn repository were moved/renamed using `svn mv` command and updates paths used by data blocks in all blend files from this repository preventing “dead links” and manual work to repair all this stuff.
How to use it: simply rename/move needed files using `svn mv` command and before commit run the script.
Notes:
Script was written to work with out directory structure (basically it assumes svn checkout is done to /mango folder), so before running it you’ll need to make some tweaks to paths.
Script is working directly with .blend files and in theory it might corrupt something. So do not use it on uncommited to the svn files.
Currently script changes paths only critical for us at this moment, probably some extra paths should also be fixed (like paths to external multires data, text data blocks and so on). Easy to add but i’m a bit too lazy for this :)
This script is using small python library which read/writes .blend files which was written by Jeroen Bakker for blender aid project.
Here’s one more week passed by. For some reasons this was a kind of hard week.
From one side the non-stop-drawing mode starting to tell – as result of psychological exhausting the process turns into routine and drawings get looking dull and unfacy loosing their creative tune. At the beginning of passed week we have spend a lot of efforts to overcome this aspect, to “refresh” our vision and our minds. Much help in that we got from watching the Gainax artbooks, especially the “Groundworks of Evangelion” – which is like our “Bible”. Watching those works we always get a high impact to recreate our inspiration and get drawings done with a “right” feeling.
On the other side, the time limits don’t allows us spend too much time on “refreshing” and polishing each drawing. Of course there’s always a chance to extend the deadline and put more efforts into drawing, polishing… But there is a danger that during the longer period of drawing artist will grow his skills to the level when his “last” drawings will significantly surpass his”first” drawings. And in this case he will need to get back to his “first” drawing and do rework again and the process end up in nowhere. That’s why I don’t want to dedicate more than 2 months for keyframes drawing. There’s also another reason – we need to learn to draw fast. From my experience the amount of time spent on picture and the quality of picture isn’t strongly correlated. The mos exciting images come out quick like a sparkles, but sometimes we can spend many hours on an image and get an awful result. So if we want to survive we need to draw fast and working on our current deadlines is an only way to learn that.
As I’ve said this was a hard week. We’ve hit some action scenes which are consumed much of our efforts and we often leave unsatisfied with the result we got. But I know that we just need go through and overcome this period, I know that will lead us to the next level, to the second breath. Maybe it’s just around the corner. Just keep working hard. So, enough of rants, back to work!
Apparently you can’t do a computer graphics without using computers. But which exactly computers and how much of them we’re using?
Couple of different hardware configurations are used in the studio by artists and by renderfarm and this short post is devoted to describe which exactly hardware configurations we’re using for Mango project. As an addition there’re benchmark result of CPU and GPU rendering on that systems provided at the end of this post.
Studio Server
Studio server is a fancy dual-Xeon system with 12 Gb of RAM. Both processors are quad-core with hyper-threading support running on 2.27Ghz. Own hard disk space is only 146Gb SCSI disk (which means it’s superfast), but there’s external hardware disk array attached to this server. In fact, there’re are two raid arrays there: one of them is only 1Tb which is used for day-to-day shared folder and production svn, and another one is 5Tb array used for rendered data. I’m not sure about raid levels used, but think it’s raid-1 (mirror) used to smaller array and raid-5 used for bigger array.
It’s a headless server so there’s no fancy video card in this computer.
Render Nodes
Currently we don’t have justacluster running (probably it’ll be configured this week), so there’s only 4 Dell nodes which are used by render farm. Each Dell node is a dual-Xeon station and it’s also quad-core processors with hyper-threading support and they’re also running on 2.27Ghz. They’ve got 24Gb of RAM and 160Gb space on a SCSI disk.
This is also headless systems.
Systems used by artists
Kjartan is using new system delivered to us from HP which is a single-Xeon station, quad-core without hyper-threading running on 3.5Ghz. It’ve got 8Gb RAM and 1Tb haddrive space. This machine has got Quadro 2000 video card.
Francesco is also using HP station with the same processor, memory and hard drive, but video card was replaced with 8800 GTS.
Nicolo is using station based on Core i7 920 processor which is quad core with hyper-threading support running on 2.67Ghz. This computer has got 12Gb RAM and 500Gb hard drive. This computer has got two videocards one of them is 8400GS and another oen is Quadro 2000 taken from Francesco’s computer.
Ian and Sebastian are using identical systems with dual-Xeon configuration. This processors are quad-core with hyper-threading support and they’re running at 2.66Ghz. There’s 24Gb of RAM and approximately 380Gb hard drive. Video card is GTX260.
Jeremy is using quite the same computer as Nicolo with core i7 processor but here there’s another video card installed — it is GT220.
Developer’s room
In the developers room we’ve got two running machines. One of them is dual-core Intel Core 2 system running at 3.0Ghz, 4Gb RAm and video card is 8800 GTS. This machine isn’t actually used at this moment and i hope we’ll collect a bit better configuration here when Brecht will arrive working here. Another system in this room is a quad-core Intel Core 2 system running at 2.66Ghz with 8Gb RAM and the same 8800 GTS video card.
Network
We’ve got two separated networks here. One of them is used by computers in the studio and another one is used by render farm. In both cases it is gigabit network and separation is needed to reduce network latency caused by network activity of render farm and artists. To be more fancy studio computers are attached to gigabit switch which is connected to server with 10GBit connection.
Benchmarks
Benchmark was done using BMW model from Mike Pan which you can find in this blenderartist thread. There were 4 setups: FullHD (1920×1080), HalfHD (960×540) with CPU and GPU rendering. There’s a time taken for rendering by different systems (time in brackets is time of HalfHD rendering).
Dell nodes: 13:54.73 (3:36.34)
Server: 12:16.38 (3:08.18)
Single Xeon stations used by Kjartan and Francesco: 15:19.74 (3:49.34)
Core i7 stattions: 18:12.02 (4:51.83)
Dual Xeon stattions used by Sebastian and Ian: 10:30.83 (2:47.79)
GT220: 20:52.60 (5:39.25)
GTX260: 9:53.98 (2.43.56)
Quadro 2000: 11:10.93 (2:55.09)
And here’s some charts to show differences better:
Just in case, note, that benchmark results posted in that blenderartist thread is made for HalfHD resolution.
By Kunho362. Kuhmo362 writes: A collection of several modeled cockpit gauges. I made these for my Viper MK II project (also on Blend Swap), but I thought this file might be useful to someone. There are ten gauges already built, … Continue reading →
Caz, the queen of the moon bugs, has gotten lost and ended up in a swamp. You might be asking yourself why Caz got lost. It’s because of Illustration Friday. This week’s word on Illustration Friday is swamp – and so I did a quick illustration with a swamp in it.
The Moon Bugs have a much more light hearted look than the usual gritty sci-fi art I do for my role-playing games, and the illustrations can be done a lot quicker, which is exactly what you need when you are creating an illustration for Illustration Friday with only a few hours to put something together.
I did start doing a painting with gimp too, showing a space pirate lost in a swamp on a far off planet, but I soon realized that would take a lot longer than the time available to complete. The space pirate illustration will no doubt make an appearance in a supplement for extreme future, the sci-fi role-playing game.
The Moon Bugs were initially done as characters for a comic strip, but I’m thinking of working on them a bit more to turn them into a children’s book.
In this 43 minute long tutorial Frederik Steinmetz teaches you how to create a fish swarm animation using the particle system and the force modifiers in Blender. Modeling, texturing, rigging and animation is also covered. In the upcoming part two Frederik … Continue reading →
This is only the 2nd weekly presentation of the team, and we’re already getting glimpses of how the film will look like! Ian and Jeremy have been doing crazy stuff on animatics already! The whole team’s been working great last week; concepts, training dvd work, animation tests, modeling, and even work on an auto-run Blender demoloop for HP (Francesco will post this soon).
As usual I’ll just grab from the weekly presentation folder. The artists themselves will update with more elabortated posts here.
We are thrilled to report that our podmates Evan Viera and Chris Bishop have premiered their new short, Caldera at SXSW. Chris Bishop is of course also wielding his supreme anim supervisory-fu on Tube. Congratulations to the whole Caldera team, and the excellent Bit Films mentoring and independent production program at Hampshire College that helped the movie happen. Look for it at festivals and thereafter in full release on the web!
Turns out commenting has been broken for quite a while, with mainly only spammers being able to post
I’ve ‘fixed’ this with a really, really ugly hack, but at least you should be able to comment now. Phew!
EDIT: It appears they are not fully working, only for logged in users, we’ll investigate.
EDIT EDIT: Really, truly, comments should be running fine now. But please let us know if you experience problems.
So, which part of Blender do you spend most of your time in, and why? Do you love modeling or lighting, does your job require you to rig characters, or are you trying to build skills in realistic rendering or … Continue reading →
Fabio Russo is raising funds for the development of the Blender Image Layers. Fabio Russo (ruesp83) writes: Regarding my last work on the layer manager, I have drawn up a roadmap and started raising funds for the development of the Image … Continue reading →
Using instancing, Agus3D created this image containing 19 billion (19 000 000 000) triangles. The kicker? The scene used only 200MB of memory and required 40 minutes to render in Cycles. The .blend...
BlenderDiplom interviews Brecht van Lommel, the lead-developer of Cycles, on his decision to develop Cycles, the future of development and various design decisions. Gottfried Hofmann writes: BD: You’re Brecht Van Lommel, the main coder of Cycles, the new Render Engine … Continue reading →
By Basse. Basse writes: for a longtime now.. i’ve been using blender just for workstuff, nothing really exciting.. banners and logos and such.. so it’s time to catch up with blender.. and try to learn the new things. here’s something. … Continue reading →
By Sam Speed. Sam writes: The HammerHead ESP-244 is a cyberpunk style electric sports car modelled and animated in Blender and rendered with Octane Render. It exists in a time in the near future when we’ve completely depleted all of … Continue reading →
Okay, yesterday I managed to totally mess up the floor in the loft. It had disappeared, okay most likely I deleted it and didn’t notice. When I went to refill it, I managed to cover up the stair well . The fix, all said and done was way too easy. I deleted the floor (this [...]
Apologies for the lateness of this episode. Work has come back, and it was a good job too. Definitely showreel material.
In this episode, I talk a bit about the process wrapping up on issue two, some thoughts about market, social media and audiences, and some chat about the up-coming Supanova expo.
I also touch a bit on a requested topic: how I script. Well, the answer is: my process is messy. Here’s a quick picture to show you just how messy.
all comments welcome! Am keen to hear your thoughts.
Minnesota Blenderheads are meeting up on April 1st. John Fino writes: The next monthly MinnBUG meeting is scheduled for April 1st, 1-4pm in Keller Hall, at the University of Minnesota, Minneapolis, Minnesota. We’re going to start out discussing animation and … Continue reading →
Blender Guru shares the results, the runners up and the winner of the “Saying Goodbye” competition. Andrew Price writes: 6 weeks ago I announced the new Blender competition: “Saying Goodbye”. Artists were given complete creative control to create whatever work … Continue reading →
Everyone’s busy, no blog posts is always good news (unfortunately for you guys out there!). The team spirit is awesome amazing, very inspiring, it tops any project before! It’s probably a bit thanks to the kick-off workshop, but also because we have an amazing talented and well fitting team together.
Here’s production updates from my side:
Two new workstations in!
Hewlett-Packard kindly provided two HP Z210 Workstations and two 24-inch Performance Displays. These powerful systems (xeon processors) are perfect for content development!
Casting agent: Kemna Casting.
I’ve already had a couple of phone meetings with them, they’re going to help us with finding the right person for the roles. Good actors are crucial… they can make an audience absorb with a single eyebrow move…
Tomorrow Ian works 2 hours with Joris on DoP stuff
Next week we meet with www.overexposure.nl about getting their helicam (!) for filming the Oude Kerk and canal+bridge.
Next week we also meet with a production designer to check on cooperation or an advisory role.
City of Amsterdam should tell us now any day if we get permit for filming there!
Filming is most likely now: May 7-8-9 in studio, May 10-11 on location. We might need some hands, extras, or just people to make sandwiches! Mark it in the agenda :) A call for help will be posted later.
Breakdown of film: we have four main sets, with about 40 scenes, 120 shots. Expected length is 6 minutes. Probably will become 7 or so ;)
Image in this post: stolen from the render farm. Ian is doing already crazy cool animatics! Will get posted here later, promised :)
By Daniel Franke & Cedric Kiefer. See the making of below. Daniel and Cedric write: The basic idea of the project is built upon the consideration of creating a moving sculpture from the recorded...
Heh, I was going to say that this post could be a let-down after what I wrote about the importance of finishing, and then I picked that title. Well here’s what: I’m no longer going to follow along with the book step by step to texture the buggy character. I am going to finish the [...]
It's been a while since there have been any updates about the Bullet Rigidbody project here. Over the past month, I've been practically swamped with deadlines and uni work, hence the lack of updates or Blender development activity recently.
Having said that, tonight I've managed to squeeze out a little chunk of
time to field support questions/requests from the Mango crew, in
particular with regards to Bullet integration.
Alex writes: I have done an overhaul of my Reel and thought I’d share. It contains some cinematographic studies, as well as lots of shots from my Short Films “the Risk not Taken”,...
Um kind of, well not really, but yeah I kind of did. I started the Blender Cookie’s Training Course: Interior 3D Architectural Visualization in Blender 2.6. And while it is not an actual box per se, rooms are rather box-like. So yes I modeled a very fancy box with windows and a stairwell. I’m not [...]
Apologies for the lateness of this podcast. Work has come up – really great stuff for NickJr, and I’m doing it from home.
In this episode, i talk about the updating process, my writing/creative process, and have a bit of a rant about social media. I’d love to hear your thoughts about how you use social media: do you follow corporations? How about artists who are selling you something? Do you follow anyone/anything for the purposes of seeing what is out there for sale? Hit me up on the comments below.
I’m candid about some numbers:
And I discuss my thoughts on how I should react to these.
And here is a shot about my writing process (yes, it’s messy!):
I’m finishing up a short stint for NickJr (which is going on the next showreel). Hopefully by next week, I’ll get another huge burst of pages coming out.
Hello and welcome to this video tutorial on rendering realistic, stylish headphones in Blender Cycles!
In this tutorial you will be shown how to take a plain, grey model and turn it into a complete, stylish and realistic render using Blender 2.6 and the Cycles render engine.
What you’ll learn:
Jonathan Williamson will take your through the lighting, rendering and compositing for the final result, including: how to set up all of the material shaders for metal, plastic, rubber and the soft ear cushions, how to use node groups to make easily re-usable shaders, and how to use several different lights to get excellent illumination and tone in your image. Also, you will learn how to separate the objects into two different render layers for extra control and then combine them back together in the node Compositor; while making some color adjustments as well.
Terry Wallwork reviews Lynda.com’s ‘Blender 2.6 Essential Training’ by George Maestri. Terry Wallwork writes: George Maestri – Blender 2.6 Essential Training – Training...
Sometimes I’m in a situation where I need to handle very high resolution layers in Photoshop and would love to work with smaller resolution proxies instead and only later have the high detail image for the corresponding layers. But, I’ve never figured out the way to replace the contents of the Smart Objects (proxies) without the layer dimensions exploding on the main composition after the file inside the Smart Object has been resized. Well, now I finally found a way and I’m so happy about it that I need to tell the world! (I really couldn’t find anything from the web.. maybe it is too simple and obvious task? )
This is really simple. When inside the Smart Object layer file, do not change the pixel size straight from the pixel values, change the resolution value instead!! The important part here is the Document Size values must not change. Then just bring the high resolution version on top of the image (flattening might be a good idea too) and save. When you go back to the main composition, the dimensions of the layer are exactly the same than before but the low res layer is now high res. And of course, if you made any duplicate layers of the Smart Object they are updated too.
Ok, so I haven’t written in a while. It’s because I’ve felt stuck and have been trying to sort out a few things. I’m working on my first completely original, complex model. It’s of a spider and I’ll post a screenshot later. The problem I’m running into is getting the detail I want and texturing [...]
Motion capture data supplier Mixamo is hosting a contest with some nice prizes. Design a space battle character (vanguard or pirate, your choice) and win cash, a Unity 3D pro license, and more. Submission deadline is April 27th. Check out … Continue reading →
BlenderDiplom interviews Brecht van Lommel, the main developer behind Cycles, Blender's new render engine with realtime-preview. Find out why he started Cycles, what is planned for the future and why Cycles supports CPU, OpenCL and CUDA.
Here’s a small selection of the thousands reference photos shot during the last weekends.
Boats, bridges, canals and the Oude Kerk, of course. but also many refs from the architecture and design of the Amsterdamse School (1910-1930~)
Especially interesting are the street furniture pieces (like the electrics box and the street-lamp in these pictures ) partly used directly as typical dutch environment props , but also as a base to build sci-fi and tech pieces (some of those shapes and geometries seems made just for that !)
For all of you who are already waiting for too long for the Track Match Blend DVD here is a little preview chapter about using manual undistortion for a better camera solution and using reference images from Google Maps to check if the solution makes sense.
I am working hard to finish the DVD within the next days! Sorry for the delay!
:)
In this tutorial aimed at beginning Python programmers/Blender users, CG Masters dive into Python and show you how to control a game character. CGMasters write: In this beginner’s Python tutorial you’ll learn how to use Python scripting to make a … Continue reading →
6 weeks ago I announced the “Saying Goodbye” competition. I didn’t offer any clues or inspiration as to what the theme meant, participants had complete creative control.
I was pleasantly surprised to see a massive 183 entries!
All Entries
All entries were judged on the following criteria:
Aesthetics
Story telling
Impact
The Finalists
These are the entries that although didn’t win, look great and deserve a mention:
Created by Pratik Solanki
Another great entry by Pratik Solanki. The composition and fun atmosphere make this one stand out. The color scheme could be better, but it’s still great, keep it up!
Created by Greg Zaal
An entry by Blender Nerd‘s Greg Zaal! As I wrote on twitter: “well done mate! Looks dope. Captured the atmosphere nicely.” The ocean and jetty in particular are great Some brighter lighting on the character would improve the focus, but it’s still a solid image. Well done
Created by carita87
A simple yet effective concept. The footprints on the window were a nice touch. Great job carita87!
Created by Josh Maule
This perfectly captures the mood of saying goodbye to a loved one. Well done Josh! The style could be more decided (as some parts seem cartoonish and others realistic), but it’s a solid effort nonetheless. Keep it up!
Created by mcdavid
A great tribute to forgotten childhoods. Nice job mcdavid! Better lighting would definitely improve the image, but it’s still excellent.
These Runners Up will both receive any item they choose from the Blender Store:
Created by Nita
I like the less serious approach and the cartoony style. The characters look fun and the lighting is simple. A clearer story would improve it (as currently it’s unclear if the focus is the children or the grandma), but it’s still an excellent image and one deserving of the runners up prize
Created by Ex-Nihilo
Beautiful! This one wins points for harmony. Everything just seems to fit together nicely. From the soft lighting to the desaturated color scheme. I’m still not sure who is leaving or staying, but it’s a nice piece of work nonetheless. Great job Ex-Nihilo!
Winner
Created by Simon Meloche
We have a winner!! Definitely an unorthodox approach to the theme but it’s one that I love. It’s light hearted and fun. The lighting and colors are the hardest things to do well and you nailed it. The frothy part of the wave is the only weak point, but the rest makes up for it. Beaches are notoriously difficult to create (speaking from a first hand experience), so the fact that you managed to create believable sand AND waves in the same picture is nothing short of amazing.
Thank you to everyone who entered this competition! I’m constantly surprised to see what the Blender community is capable of. Time and time again I’m wowed by the entries that are sent in. It truly is a blessing to have such an eager and ambitious audience.
Unfortunately I don’t have enough time to explain why each image didn’t win, but if you list your name in the comments I’m sure the community would be more than happy to offer you some constructive critiques.
The next competition will be announced in 2 weeks. Stay tuned
By Felis. Felis writes: Hi. Here is a model, that i used to create an add-on for X-Plane9 flight simulator. It used to be payware at first, but then i decided to make it free as a promotional. This model … Continue reading →
I am doing a one-creative-thing-a-day project for each of the 366 days of 2012, sharing my entries over on Google+. Most days they are just photos, but today I decided to do something a bit more challenging. A while ago I saw a tutorial on 3D Animation plus for a cute little effect using particle systems in Blender and wanted to try it out. This is the result. Today, 20 March, is the 80th day of the project - 080, a super-bubblicious-looking number. What better day to make an animation of all these bubbles? :-)
A new on-line Spanish Blender course. IHMAN writes: IHMAN – Escuela Online is a school dedicated to teach and divulge Blender. Our aim is help the Hispanic Blender Community with tutorials and courses in spanish. The course lasts for 13 … Continue reading →
We’re starting to gear up for the animatic. With Ian getting the timing together with a storyboard edit, I’ve been rigigng up some low-poly, least-distracting, fast, quick and easy to use proxy characters I’ve affectionately named BlockHeads.
The idea is to use these with low res environments to really plan out how each scene and shot will be done. Obviously we’ll probably tweak it all alot once we start the actual filming. But for now this will give us a really solid idea on how each shot should be planned, how when and where we need to add detail and also what the film itself is going to be like.
By FelipeDR. FelipeDR writes: I created this video, for testing that Blender could do with your Ocean modifier, Dynamic Paint and particles. It’s a fake Realflow. Links BlenderArtists Thread Blend file (Blend Swap)
"Even if I knew that tomorrow the world would go to pieces, I would still plant my apple tree." -Martin Luther
Made with: Blender 2.62
(click image to enlarge)
Camera-animated version:
Two Blender meetings are coming up in Melbourne A casual dinner on the 29th of March A more formal meeting at the end of April. See the MBS blog for details. (Via Alex)
Well there are a few things even an experienced blender user may have not run across before... one such thing is: adding hotkeys manually. You know, you can right click on operations in menus to add or change hotkeys, but what about those times when you want to add a hotkey, but your can't add it with the right click menu.
For this example I will use one of my favorite useful add-on: Chromoly's Vertex Slide. It doesn't come with a hotkey assigned. You can find more information about this specific add-on if you wish in this thread.
The first step is to use the spacebar search, a menu or a button to locate and activate the operation you are adding the hotkey for. When you use the operation and confirm the action. It will print out the operations you just completed. To be able to see the printed operator command you need to drag the top bar down.
Note: There are a few other ways to view operator commands such as hovering over buttons and menu items long enough will give you a popup that shows you the python command.
Next go to your preferences with Ctrl-Alt-U, go to the Input tab and go to the 3D View>Mesh key map, scroll down to the bottom of the mesh key maps to where you see the "Add New" button and press it. Then expand the new key map with the little triangle.
This is your blank key map, I am using Alt-V for my hotkey so I added that, the next step is the most important to note, you need to look at the last operation that you performed in blender, just look in the window that you dragged down earlier.
For this example the "mesh.vertex_slide" is the part that is important, the operation is doesn't need the bpy.ops. or the information in the brackets to work, so when you enter the operation into the blank text box it will recognize the operator and give you the options for the operation inside key map.
Note: Make sure the hotkey you intend to use is not being used or you may run into issues with crashing or hotkeys not working. In edit mode Alt-V is a free hotkey.
Now that you have a working hotkey, don't forget to drag the top window back up and save your default scene.
So I decided to pick up an old project that I started for a BWC (Blender World Cup) competition, I was not able to enter it due to some technical issues at render-time, But here is the finished image.
I called it "Dreamer" attempting to imply something about the image, but yeah... the rest is up to the viewer to interpret.
Just knock on the comments if you would like to grab a wallpaper version of the image :)
A Blender Cookie Citizen that is. Jonathan Williamson has just finished up an epic video recording session, resulting in over 5 hours of modeling awesomeness for Blender Cookie’s Citizen Training Series, Training Course: Interior 3D Architectural Visualization in Blender 2.6. This course is a complete run-through on how to create an interior architectural visualization completely [...]
The video has nothing to do with the rest of this post :P. I was sketching “defensive tombstones”, and Sebastian walked by and said, “I have the perfect shot tracked for that!” so I threw some in! I’ll wait to develop them until we know if we have a specific place for them, though.
It’s also the first video on our new Mango-Specific YouTube channel. There are some videos we want to post, but aren’t really deserving of the massive traffic the BlenderFoundation channel gets, so it’s more for scraps and the like. If that’s your thing, though, feel free to subscribe-or-whatever.
Anyway! Anyways? Anywaying?
We’re going to be using most of the models-in-progress ‘as is’ in order to start the animatic, but before we do that, I’m editing down the storyboards into a loosely timed deal to try and give us an idea of timing. This means that by the end of the day, we’re going to have a film. Not a finished film- but all the shots will be in there. Then we get to spend the rest of the project making them look great! It’ll be interesting to see how the initial timing estimates compare to the final; I suspect I’m cutting a lot of shots a bit short. Seeing it as a sequence of shots like this, it’s more like a comic book than a film, so a ‘see-one-image-move-onto-the-next’ pacing inherently feels more natural than one that actually gives actors enough time to complete all their actions.
There are definite pros and cons to having the film this well locked down so early. For sure, especially after we get the whole animatic done, we’re going to know exactly what we need to move forward, and will be able to block out scheduling for every single aspect of production/post. For example, we’ll know exactly what parts of the church we need to measure, to avoid wasting anyone’s time.
It can also make things tricky, though. In a way, we had a lot of shot selections locked after just a few days of madcap work, meaning we’re working an awful lot on CG models/environments and the like, and surprisingly little on actually designing the flow of the film. We’re still going to be able to treat it as an evolutionary process though, and as long as each iteration is improving upon the previous, we’re on the right track! After seeing all of these assets come together, this is going to be an absolutely killer animatic :D
The Blender Sourcerers Competition is an AWESOME community intiative, aimed at creating videos that’ll help starting Blender developers. Crumpet writes: Compete with your skills by making a...
Today I’ve got the confirmation that my talk for Libre Graphics Meeting was accepted! That means you have a real chances to meet me among the other visitors of this awesome event during 2-5 May in Vienna. My talk will be about Remake – our build system for animation projects. I’m going to give some explanations about its principles, future and show some live examples. Although it’s about Remake, I won’t refuse any related questions about Morevna Project and Synfig. ^__^ See ya on the meeting!
Here’s the first render (lets call the other one render number zero): What do you think? I put some thought into it which resulted in a few creative decisions but I’d love to hear your thoughts. All comments and criticism are very much appreciated :) This was rendered with Luxrender as well. Absolutely great piece of software. [...]
CG Cookie has just announced their latest training course on interior visualization. Jonathan Williamson writes: In the duration of this course you will be taken through many aspects of the modeling...
Every end of friday 18h we do weeklies – artists/devs show their work. These weeklies we try to be constructive and cheerfully positive. That way everyone can enjoy a friday drinks/dinner together and weekend without too much stress as well. Every monday at 10h we do the kick-off meeting. Then the new targets for the week are being discussed, and some asses get kicked – when needed. For Durian this practice did quite well, so I’m testing it with the team here if it works :)
Notes from today’s kick-0ff:
Ian will work on moving storyboard edit
Everyone continues design work (robots, dome, props)
Target: friday basic models – also character stand-ins – ready for 3d animatic work next week
Ton/Rob and Ian will finish breakdown work (all scenes and shots numbered and quantified)
Sebastian finishes the tracking training dvd this week, Francesco assists on dvd design and html work.
Everyone does a blog post, of course!
Image: a tree across the institute already has leaves. It’s spring soon!!!
By DeargRuadher DeargRuadher writes: Here it is – a final version! Not perfect, but I’m gonna leave it as it is, for now. Made in Blender 2.6-Cycles (300x) + Picasa 3 (minor post-pro) So,...
Hello and welcome to this Online Training Course for Interior 3D Architectural Visualization in Blender
Interior architectural visualization is an ideal use of 3D rendering; it can help portray exactly what an interior could look like after being built without ever setting foot in the space or picking up a tool. Through this course, Jonathan Williamson will give you a complete run-through on how to create an interior architectural visualization completely within Blender 2.6.
This course makes use of the Cycles render engine to achieve an excellent sense of realism and mood. To gain access to this course you can signup as a Citizen member of the CG Cookie network for just $10 USD per month. This is an incredible deal, the course contains just over five hours of training; covering modeling, shading, lighting, rendering, compositing, and post processing. Normally a course like this would go for no less than $45 USD. You can sign up for a Citizen account from our membership page HERE.
Blender 2.63 development is in BCon3 now and we’ve been accepted by the Google Summer of Code. Ton Roosendaal writes: Here’s the notes from today’s developer meeting in irc.freenode.net #blendercoders. 1) Blender 2.63 Campbell worked on BMesh last week. Weekly … Continue reading →
I’ve been working on the art for Extreme Future and its supplements. I was looking through the sketches I have on my hard disk, and I found a nice sketch of a sci-fi monster walking down a spaceship corridor. It’s in the tradition of Alien, and those sort of biological construct kind of monster aliens, but this alien – I call it the ‘Scorpiant’ – has cybernetics too.
The idea is that the creature can secrete metal as it grows, and so has a metal skeleton, metal claws, and a metal syringe sticking out the end of its tail that it can use to sting player characters – and NPCs too pf course – rather like a scorpion.
When there are a group of them , they organise themselves like an ant hill, with warriors, a queen, drones etc. But mostly warriors, this being an action and adventure game set in deep space.
I’m writing a new supplement for Extreme Future, which will include table to be rolled on when characters are traveling through deep space. They will be sort of like the wandering monster tables from old D&D, but there will be loads of encounters based around monsters, wrecked spaceships, distress calls coming from strange planets, space pirates and the like.
I think this illustration will make a fine cover, with a bit more work, but it is definitely heading in the right direction. It just needs to be perhaps a bit darker, with even more shadows in the spaceship corridor.
Every friday at 18h we’ll drop our work and gather together to do a short presentation of work. We always have a couple of guests then as well. This friday we had Tony Mullen here, the girlfriends of Sebastian and Jeremy, and Filmmore VFX supervisor Willem Zwarthoed. Willem worked for me 11 years ago (with Bart!) on the website and for Blender support. Since his film academy graduation he works for Filmmore, mostly using Maya and Nuke. Willem shows us some cool Amsterdam vfx work he did for “Sint”. Check the docu here.
Every artist then showed his work and progress of last week; which is mostly doing tests and designs – also to get ready for animatic work. I’ve copied a random selection of graphics just for your fun. Most of this had been discussed here already, or will be next week!
(If you like to attend a weekly, just mail me to make an appointment. We prefer to limit to a just few guests each time, we cannot handle masses here! ton at blender.org)
By Spailler. Spailler writes: Here is my last character design for another personal project i’m working on. His name is Leo. I used cycles for the render except for the hair rendered in BI. Hope you like it (him). Link … Continue reading →
The Blender documentation team is looking help! If you’d like to spend some time writing or reviewing Blender documentation, read on. mindrones writes: We have just done a call for wiki writers, to see if we can build a team … Continue reading →
Hello and welcome to this Online Training Course for Interior 3D Architectural Visualization in Blender
Interior architectural visualization is an ideal use of 3D rendering; it can help portray exactly what an interior could look like after being built without ever setting foot in the space or picking up a tool. Through this course, Jonathan Williamson will give you a complete run-through on how to create an interior architectural visualization completely within Blender 2.6. This course makes use of the Cycles render engine to achieve an excellent sense of realism and mood. To gain access to this course you can signup as a Citizen member of the CG Cookie network for just $10 USD per month. This is an incredible deal, the course contains just over five hours of training; covering modeling, shading, lighting, rendering, compositing, and post processing. Normally a course like this would go for no less than $45 USD. You can sign up for a Citizen account from our membership page HERE.
As a Citizen member you get access to the complete streaming course, including all project files and the ability to download each individual video.
To make this series more accessible you now choose to either stream or download any of the videos. To stream the videos, simply click on the thumbnail for that portion and it will automatically load at the top of the page.
What you’ll learn in this Course
In the duration of this course you will be taken through many aspects of the modeling process, including an introduction to BMesh, how to model things to real-world scale and how to make easy use of a model repository to populate your scene. You will learn how to quickly UV unwrap models for texturing, how to setup a material library of Cycles shaders and you will learn how to make complex shader node networks for realistic materials. Beyond that, you will also learn how to create good environment lighting to achieve a realistic sense of interior light, how to optimize your scene for faster rendering, how to make use of multiple scenes and render layers and composite them together, and you you will be taught how to perform advanced color adjustments and other post processing techniques on your image to produce a stunning final render.
Do be aware, this training course makes use the Blender 2.63 beta in order to use BMesh and other features that are currently in development. Very, very few things are subject to change in this series, but for a couple videos you will need the latest development version if you wish to follow along exactly. You can download daily, official builds from HERE.
Note: the first two videos, and the introduction and freely available for anyone to view to help give you a better preview of the course Enjoy!
Wow. I've just gotten back to checking various things afterseveral busy days of being swamped with work and deadlines, and it appears that a massive firestorm has been erupting in multiple places over the past few days. So I'll try to take some time to respond and hopefully "diffuse" the situation a bit without inciting vitriol (fingers crossed).
By Wirlow. Wirlow writes: Hello, I present to you Hugo. It’s a single turtle designed by me. Materials, lighting and composition is a mixture between my character PiOpioOo and the character Zanno...
The actual work on Mango production started this week, so everyone started various parallel tests, experiments and actual assets for the movie, here are a few:
Quick test for the dome structure :
A technical test for a material in cycles that receives shadows and AO but doesn’t cast (for compositing)
Robot (from ‘Quit Blender’) test in cycles , trying to define the ideal node setup for those dirtmap-and-tileables shaders i’ve posted previously.
Some early planning for the animatic (map from openstreetmaps data) : we have a very ‘real’ and precise set , so a model of it could be very useful for planning -if we get the data easily and without doing crazy surveys ourselves, of course..
fpaglia80 writes: This is an opener for the Italian Broadcaster LA7 that we recently completed. It sugest “the following movie is for an adult audience only”. Art Director: Gaetano Leonardi Production supervisor: Francesco Paglia 3D supervisor and animator: Daniele Casoria … Continue reading →
By Julio Cezar Pires. Julio writes: inspired by the work of Bertrand Benoit BLENDER 2.62 RENDER V-ray Link inspirado na obra de Bertrand Benoit-inspired by the work of Bertrand Benoit
The 3D Animation Network will host a 3D Animation Easter Camp this March / April school holiday in Kimberley south Africa. From the 3D Animation Network website: We will do an introduction to 3D Animation using Blender 3D at the … Continue reading →
Hello and welcome to this Blender smoke simulation tutorial on creating a smoke trailing rocket!
In this tutorial, David Ward will show you how to model a small rocket and then animate the rocket complete with a trailing smoke system.
What you will learn:
During this tutorial, David goes over creating a model of a rocket, complete with texture painting/mapping, then goes on to set up the smoke trail. David will show you how to use large domains for the smoke simulation, adding particle systems to control the smoke flow and also how to set up the volumetric materials for rendering the smoke.
Finger motion capture demo using MYCAP Studio 2012 and two Logitech Pro 9000 webcams.
About MYCAP Studio 2012:
MYCAP Studio 2012 is a powerful motion capture solution being developed by Reban Robotics in the Netherlands and will be available sometime in April 2012.
Unique features:
-Fast camera calibration -True 3D capture using two cameras (webcam/DV) -Automatic marker identification and stereo matching -Kalman filtering for clean, professional quality data -Global motion stabilization -BVH, FBX, ASC and CSV support out of the box -Compatible with 3ds Max, Blender, Maya and Lightwave
Limitless applications:
-Digital puppetry/animation -Human and animal gait analysis -Kinematic modeling -Robotics -Structural analysis -Multiple 3D point tracking -3D scene reconstruction
Facial motion capture demo using MYCAP Studio 2012 and two Logitech Pro 9000 webcams.
About MYCAP Studio 2012:
MYCAP Studio 2012 is a powerful motion capture solution being developed by Reban Robotics in the Netherlands and will be available sometime in April 2012.
Unique features:
-Fast camera calibration -True 3D capture using two cameras (webcam/DV) -Automatic marker identification and stereo matching -Kalman filtering for clean, professional quality data -Global motion stabilization -BVH, FBX, ASC and CSV support out of the box -Compatible with 3ds Max, Blender, Maya and Lightwave
Limitless applications:
-Digital puppetry/animation -Human and animal gait analysis -Kinematic modeling -Robotics -Structural analysis -Multiple 3D point tracking -3D scene reconstruction
Character Animation Fundamentals in Blender By Beorn Leonard
This training series covers all the fundamentals of Character Animation in Blender. During this series, you will learn many of the fundamental skills that are essential for all character animators. This series makes use of both simple ball rigs and a complete character to allow you to really focus on what really matters, the animation. Some highlights of this series include fundamental exercises, timing and spacing, working with overlapping motion, animating walk and run cycles for film or games, understanding IK and FK, using the Grease Pencil for animation sketches, and much, much more! You can view the complete chapter breakdown HERE
This series makes use of a pre-built character named Clive, modeled by Jonathan Williamson and rigged by Beorn Leonard. Clive works as a great introductory character that lets you focus on the movement during animation, rather than a bunch of accessories and other items that would only distract away from the task at hand.
What you’ll learn
This training series takes you through many of the essential skills every character animation artist should know by heart. You will learn about timing and spacing, overlapping motion, squash and stretch for cartoon character animation. You will also learn how to animate walk and run cycles for film or games, be given an understanding of IK and FK constraints, including when and how to use them. Not only that, but you will also learn how to use the grease pencil for sketching out animation sequences and much more.
To see much of this in action, check out the video below by Beorn for a look at what he covers throughout the serie. It’s full of awesome! You can find complete details on what is covered, and view some sample training and animations from the series by visiting the full training page HERE
Who is Beorn?
Beorn is a very proficient Blender user best known for his work on Sintel, on which he did a large amount of character and creature animation. He also just recently finished working as part of the animation team on Happy Feet 2
Order Now on DVD or as a Digital Download
The series is available for order from our shop! You can order now by clicking the button below.
I’m baaaaaack! Arriving a little later than everyone else but now the team is complete!
Making up for missing out on the “Quit Blender” fun, i’ve been spending my first few days playing around with some of the half finished models that have been laying around. This robotic arm (modeled by Kjartan from David’s awesome concept with little tweaks by me) is the first to be rigged up as a test.
In this we’ve got three main fingers each rotating it’s segments with a different style.
The little finger as just a basic 2 bone/1 axis pivot.
The big finger with a median plate between them and pistons coming of each side.
And the Thumb with a 2 arm/1 piston type do-hicky…
With each of the fingers on its own rotating segment of the hand, as well as influencing “protector plates” on top of the hand and extra cogs in the forearm and wrist.
For the wrist itself I separated each of its rotational axis to 3 different positions, with the Z-axis split again between another 2 points, all controlled by the 1 bone!
Its still a bit buggy at the extreme angles and there are still a few holes with joins and pivots and stuff to fill up. But for the most part its 99% working!
Now to add the mini chainsaw and other hidden blades of death!!!
The Fine Arts faculty of the Universitat de Barcelona hosts a Blender training on March 19, 20, 21, 22 and 27. Raimon Guarro i Nogués writes: Next week Labmedia at the Fine Arts faculty of the Universitat de Barcelona will … Continue reading →
We didn’t forget what Mango is really about; which is of course to help improving Blender!
Last Monday we had two meetings with the devs & artists, on cycles and general issues. Yesterday we discussed pipeline designs. This morning we worked out a design idea for curve editing for masks. Time for an update :)
Cycles topics
Number one missing feature: Motion blur! It will (can) be added in three ways: 1) Camera motion blur (almost free) 2) Object motion blur (an extra matrix per ray) 3) Deformation motion blur (requires pre-proces as current vector blur in Blender.
Cycles will then also deliver vector pass in render-layers, for vector blur node.
For rendered masks, cycles should support Index passes (Object, Material index numbers). Also the old Z-mask option should be brought back, but hopefully can be combined with better visualization (in 3d window)
Shadow passes! This took a while to get pinned down precisely, mostly because from Cycles point of view the idea of “shadow” doesn’t really exist. It’s light bouncing around :). A good definition we found is to add two Shadow pass types. 1) Direct shadow (shadow caused directly by area or point/spot/sun lights) and 2) Indirect shadow (shadow which includes bounced light, GI, contributions from environment.
Anti-aliasing: Brecht will investigate to implement FSA for cycles. That method (1 full composite per sample, then merge samples) is still the way to deliver optimal quality AA. Alternative ways could just be to internally render things bigger, composite once, and merge down. Under investigation.
Mixing render engines in 1 scene: Since the ‘render database’ of Blender Internal and Cycles is not shared, individual render-layers of a Scene can also not use different render engines. For this it’s adviced to set up multiple scenes to render (which can be used in 1 composite anyway).
Volumetric render: will be possible in Cycles eventually, but we can fall back on Internal if needed.
Ramp shaders & Curve nodes: being worked on.
Biggest challenge for Cycles the next months is render speed. It’s still on the slow side for production scenes. Some shaders (caustics) can be avoided, other slow shaders (soft glossy) not so easily.
Sergey will research the topic “methods to attract lighting circumstances from footage, using 3d reconstruction”.
Other Blender topics, lessons from past week
Blender’s library system is far too static with paths (relative, non relative, moving stuff). Needs a good tool & UI to manage.
Asset pre-viewing and browsing (in other files too) would be cool
Compositor is too slow! We need Jeroen Bakker’s new OpenCL compo!
Check on Alembic style baking for for animation playback.
Smoke sim should really allow objects to animate and interact with the smoke.
Bullet physics/fracture goes via game engine, can this be unified now? How is Joshua Leung’s Bullet branch going?
We need efficient ways to share animation data (like control 1 modifier property curve on 50+ objects).
Mesh modeling: bevel needs fix, “Inset” tool would be great. And are we getting realtime AO or Cavety shader for modeler now?
Pipeline meeting
Sebastian presented a cool diagram showing the data and workflow. Jeremy explained the data structure has we used in past (for sintel). Agreed is that Sebastian will become our “pipeline manager” and report and design issues further, he will pick this up next week when his tracking dvd training is done.
Mask curve editing: S-curves!
This morning we had a fun session together (Sergey, Sebastian, Francesco, Ton) on efficient ways to draw and edit masks, with efficient but advanced control over local feathering. This lead to a design proposal I nicked S-curve (Sharybin curve :)
Curve shape and curvature gets edited using 1 perpendicular handle (like X-splines).
Curve feather shape can be controlled using additional points (as many you like on a curve), which will have a user-defined distance from the original curve shape – but always remain perpendicular.
That means that feather–points can be dragged out of curve to define a soft area, but also can get ‘slided’ over the curve shape to position it.
Technically: the feather point is based on the U coordinate on curve, plus a Dist (or weight factor) to define distance.
Bonus: non-closed curves will always draw as a two-sided feathered string.
If this S-curve idea works will be figured out later, but the theory & design is promising. Back to coding! :)
By Sixthlaw. Sixthlaw writes: So I have finished the promotional video for my business Sixthlaw 3D Visualisation All modelling was done in blender, rendering in octane, and some final post-pro in...
Paul Caggegi interviews Jason van Gumster. Paul writes: Jason Van Gumster has built a successful studio on the backbone of Free and Open-Source Software. He has written “Blender for Dummies” and co-written “The GIMP Bible“, and is active in the … Continue reading →
The Mango team has released the source files for their training short ‘QUIT BLENDER!‘, and all the storyboards for the movie (except for the last minute). The storyboards are amazing – the team has their work cut out for them! … Continue reading →
Aqsis 1.8 has been released as of Feb 29, 2012, a long awaited release build which brings some of the most exciting new features in this renderer in some time. Of these new features, the Point Based Global Illumination functions are the most obvious and anticipated. This release was not without it's problems however as the Windows and MacOS binaries were broken due to the move from FLTK to QT4, work is underway to fix this so expect a 1.8.1 patch release soon. The QT4 switch changed the GUI appearance only slightly, though in some tests Piqsl seems to respond much slower than it's FLTK predecessor, however the point cloud viewer program makes up for that. The PartIO library is a great addition as well, which will allow particle data to be used from various software such as Maya and Houdini. Despite the binary problems, this is one of the most exciting releases from the Aqsis team in years.
LONDON, UK - February 29, 2012 - Aqsis Team, the developers of professional open source rendering software, announced today the immediate release of Aqsis Renderer 1.8.0; its leading cross-platform 3D rendering solution adhering to the RenderMan standard. This is the accumulative effort of many developers and community members around the world, resulting in an even more competitive solution.
Global illumination and software integration have been the primary focus for this release, with improvements including:
Point-based global illumination, providing bake3d(), indirectdiffuse(), occlusion() and texture3d() shadeop support.
Partio library integration, providing Houdini, Maya and PRMan compatible pointcloud support.
New pointcloud viewer application (ptview).
Qt library integration, providing native 64-bit support on all recommended platforms.
BSD licensing for all new code.
In addition, key feature enhancements have been made with improvements including:
Memory optimisations.
PNG read/write support.
Updated SLO interface, matching other renderer APIs.
Improved RIB parser, including precise syntax error reporting.
Reinstate command line support for frame selection using -frames and -framelist.
MinGW support.
Further information regarding the changes in this release can be found within the release notes distributed with the software. Aqsis Renderer 1.8.0 is freely available to download from the Aqsis website, with installers for Windows, Linux and OS X: www.aqsis.org
As part of our new even-opener initiative, we’re releasing everything but the last minute (and the script)- that means we’re releasing a ton of storyboards!
By Ray Mailot. Ray writes: This is my modelling specific demo reel, I don’t yet have a general demo reel done. Only the first project [the futuristic car - ed] in the demo reel isn’t done using Blender as it … Continue reading →
Riven Phoenix nos apresenta uma incrível material, em uma sequência de vídeo aulas totalmente gratuitas mostrando desde a criação de um personagem até a produção da animação no mesmo, totalizando um conteúdo de quase 9 horas de duração! Veja os tópicos abordados: Criando o Personagem; Modelando as Roupas; Mapeamento de Texturas, Vertex Painting e Texture Painting; UV [...]
And, here’s the Mango Open Movie team in two versions, all of them still looking like fresh young happy people! From left to right: Nicolo, Ian, Sergey, Kjartan, Jeremy, Francesco, Sebastian. (Brecht is working from home still this month).
Blenderheads around the world have doodled in Pablo’s Book. Pablo Vazquez writes: So! Were you in any of the last bcon’s around? Such as Blender Conference Amsterdam, Blendiberia in Spain, or BlenderPRO in Brasil? Well, then maybe your drawing is … Continue reading →
Hello and welcome to this character modeling tutorial on creating the female body in Blender!
This character modeling tutorial series for Blender 2.6, Jonathan Williamson takes you through the entire process of modeling a detailed, female body with clean topology that will deform and animate well. This tutorial puts a strong emphasis on topology and anatomy, making use of photo references from 3d.sk
What you’ll learn
Throughout this tutorial series Jonathan will walk you through all the steps necessary to construct the entire model, piece by piece with clean topology using the Edge by Edge modeling method. This method gives you very good control over your topology by laying down the topology first and then filling in the surfaces.
Part 11 of this character modeling series takes you through modeling the arms and legs with a very simple extrusion technique, then followed by adding edgeloops and tweaking the shapes.
Up next
Once the modeling is complete in this series we will move onto texturing the final model.
Reference Images were purchased and licensed from 3D.sk. To learn more about 3D.Sk please visit them today.
What do you do when you have 2 idle projectors by your computer? The answer is obviously a high definition projection area to be filled with lo.v.e. (lots of valuable experiments).
Two short throw projectors in one seamless desktop
I’ve been following the work of the Vision3D since 2009. This lab in Montreal is specialized in computer vision (recherche fondamentale et appliquée sur les aspects tridimensionnels de la vision par ordinateur). Lead by Sébastien Roy they have been producing (and sharing!) on calibration of projection surface (e.g. domes \o/), multiple projector systems, and content toolsets.
lt-align manual calibration process
The Vision3D lab main tool in that area is Light Twist. This tool was presented in the LGM2009 with a live showcase of the system in a cylinder. In the last week I tried to have light twist going with a multi projector system (aiming to use this for a dome later on) but so far I’m stuck in the playback of content (and I suspect the calibration stage is wrong). Anyways, light twist will be a topic of another post, once I get it up and running.
Plugin enabled – video in the middle of the screens, desktop working normally
Since 2009 the light twist project shifted its focus from labs to end users. In 2011 they finally presented a new project called lt-align and lt-compiz-plugin. The lt-align is a software to quickly calibrate the screens alignment, very easy to use.
The Compiz plugin requires some fooling around with ubuntu settings, but once things are in place it works like a charm. I’m yet to make it work with Unity, so I can have real fullscreen across the desktops.
Recording of the alignment process and video playback
Elephants Dream – Stitched Edition
Note: there is an extra package you need to compile the lt-compiz-plugin:`sudo apt-get install compiz-plugins-main-dev. And I didn’t have to restart compiz with ccp to make it work. Also I changed the shortcuts to start the plugin because Alt+F* were taken by other OS commands.
Time to make it real and project in a large wall
In this picture you can see Djalma Lucio, sys admin that oversees all the computer installations at Visgraf on IMPA. A great professional and a very funny guy to work with. Think about someone that actually enjoys opening a xorg.conf file. And you can also see in the right Aldo Zang. Check it out his ARLuxRender project – a plugin system for LuxRender “which allows to render scenes with mixtures of real and virtual objects directly, without post-processing”.
I hope to post more in the coming months in domes, projections, a special video project … I went on a 3-month leave of my work at UBC to join the research lab at Visgraf/IMPA, under the coordination of prof. Luiz Velho. This is the second week only, but it’s been already a great experience. And above all, it’s nice to be back home (Rio de Janeiro, Brazil).
As promised we release a final version of the kickoff workshop short film in full HD for your delight, containing a few fixes and tweaks. We are also releasing the main production folder under CC-BY license for you to explore and improve.
Here we have an outline of the quit_blender_files folder:
chars – the library files for the tentacle robot and the dones
footage – a readme.txt file, which will invite you to copy in there the content of the quit_blender_footage folder
scenes – all the VFX shots in the short film, shot_XX_compositing usually is the final version of the file, linking in all the libraries and effects
sets – basics sets used for tracking support, masking and compositing
Since a lot of renaming and refactoring has been done, it is possible that some paths might still be broken. Make sure you are using a recent (trunk or 2.62 should also work) release version of Blender.
Last but not least enjoy the full HD version of “Quit Blender”!
By James Campbell. James writes: This is an animated short I created in only six days animated and rendered using Blender. Depth of field was also done in blender. The ability to transfer camera data from Blender to After Effects … Continue reading →
untuk menempatkan posisi pandangan kamera pada objek dengan interaktif dan mudah, blender menyediakan fasilitas lock camera to view, yaitu dimana kita bisa menggeser maupun memutar posisi pandangan kamera kita terhadap objek seperti yang biasa kita melakukanya pada pandangan viewport 3d.
untuk menggunakanya tampilkan properti panel(shortcut: n) untuk mengaktifkan pilihan lock camera to view,
Visit the Linux Days in Chemnitz, Germany this weekend and enjoy a Blender lecture and/or workshop. Erik Schufmann writes: There will be a lecture and a workshop about Blender at the Chemnitz Linux Days 2012 at the University of Technology … Continue reading →
This is a camera-animated version of my work titled 'Such is Life' (http://reynantem.blogspot.com/2012/02/such-is-life.html).
Made with: Blender 2.62
Rendered with: Cycles
Music: Melancholic Interpretation in G# by Connum, courtesy of http://www.freesound.org
Riven Phoenix presents a free Blender videotraining of almost 9 hours long! Riven Phoenix writes: The Structure of Blender 3D Modeling and Animation has been released spanning 8 hours and 45 mins. This course is FREE just like blender. Enjoy! … Continue reading →
Finishing stuff is very important. If you keep having new ideas and starting too much and finishing too little, it can all add up and you can start doubting your own power of execution, even if you're fully capable to do what you were doing. So I picked up the Toyota project again a couple of weeks ago and promised myself I wouldn't start any other personal project before I finished this one. Here is the preliminary result, and some lessons learned.
This morning’s kick-off meeting we agreed on following the OPEN strategy:
- We’ll open everything, except for the last minute.
- But we do not publish the script at all.
This is easier than trying to check each time if we spoil secrets… or being forced to categorize posts. This strategy allows us to discuss a lot of issues openly for our followers, but still keep the ending hidden – AND let everyone guess the story :)
Ian spent today a couple of hours with Pablo Londono Serria. His ideas and designs for clothing are awesome – we really like the proposals and direction it will take. Pablo admitted he had two big desires in his life; getting his own fashion brand, and do a post-apocalyptic film once. :)
So! Were you in any of the last bcon’s around? Such as Blender Conference Amsterdam, Blendiberia in Spain, or BlenderPRO in Brasil? Well, then maybe your drawing is on this book, if not, lets wait for the next bcon!
Short story is:
The awesome Martín Eschoyez makes this drawing books (a ‘Cartapacio’) by himself, in 2011 he was awesome enough to organize CheBlender (Argentinean bcon) and invite me over, he ended up paying my flight ticket (not cheap at all, even though I was in Argentina as well, I’m from the penguins land!), food and so on out of his pocket, pure Blenderhead awesomeness. So I wanted to give him a present.
I took a copy of this special Blender cartapacio he made, to a few Blender conferences, and asked people around to draw something on it, here is the result.
Idea: I’m thinking in doing the same this year, but to leave this book on the Blender Institute as a souvenir for all the awesome blenderheads that every year meet at bcon’s and do some tourism on the BI, I already asked Martín and he is willing to make a special Blender Conference(s) 2012 book
Note: Everyone I asked for, agreed on having this book published online, some even added their URL/Email, but if for some reason you don’t want your drawing online, just ask! and I’ll remove it right away with a smile.
Jimmy Widlund continues his timelapse series with a Nintendo NES. Jimmy writes: This timelapse was created for the blender people. Again i want to show the people how i made this NES right here cause people have been asking me … Continue reading →
I would like to thank everyone who donating to our keyframes drawing campaign – thank you for believing in us!
We are encourage everyone to share information about the donation campaign we running and for that purpose we have prepared a few banners (below). If you have a website suitable to place any of them – please help us to promote Morevna Project! Thank you!
As a followup to my post the other day (re case sensitivity), I've ended up applying a few hacks to my Linux environments to get things working nicer when dealing with the command-line. So, my ".inputrc" in my Home Directory (i.e. the config file for the shell) now looks something like:
set completion-ignore-case on "C-i": menu-complete
So far this seems to be working quite well, and removes two of the annoyances, making the Linux command-line behave in some ways more similar to the Windows one for increased productivity.
By Tamás Török. Tamás writes: Hi! I made a Wraith Hive ship model (from Stargate Atlantis) a few years ago but I couldn’t made any usable render. I went back to my hive ship and also create a...
An impressive list of activities, including a LOT of work on BMesh. Ton Roosendaal writes: Hi all, Here’s the summary of today’s meeting. 1) Blender 2.63 progress Full report of...
Drivethrufiction describe themselves as an outlet for genre books, which means it’s chock full of fantasy, superheores, sci-fi, and other nerdy stuff.
I’ll let the blurb I wrote for the book speak for itself about what this fantasy novel has within to delight, but also frighten, the reader.
The troglodytes below the peaceful kingdoms of the known world are stirring again, hungry to rekindle ancient enmity between human, elf, dwarf, and halfling. If their machinations succeed and war returns, the ancient troglodyte king will be able once more to return to the surface, and start a war of conquest that will change everything. His plans are finally underway, after centuries of preparation, and a chain of events has been set in motion that will unleash a storm of bloodshed across the dwarven mountains, elven forests, human cities, and even the farms of the halflings.
Completely unaware of the terrible plans that are reaching fruition, Willowtide is a young elven girl living in a peaceful elven city among the trees. One day she sees a dark shape in the sky, and driven either by impulse or destiny, she embarks on a journey to save and befriend a dragon, a journey that has huge and unforeseen consequences for her, her friends, and the troglodyte king’s plans for the entire known world.
As you can read it’s a rollicking fantasy yarn. Have fun :-)
Hello and welcome to this Citizen exclusive tutorial on rendering a drink can in Blender with Cycles!
In this video tutorial for Blender 2.6, Jonathan Williamson will take you through the steps needed to render a very cool product advertising shot of the fictional CG Cookie Essence drink can in Blender with Cycles.
What you’ll learn:
Through this tutorial you will learn how to use mesh light in Cycles to illuminate your scene; including fill lights, key lights, rim lights, and more. You will be shown how to set up better metal shaders with the node system and how to add bump maps to your shaders. You will also learn how to separate parts of your scene out to different render layers for complete control of the lighting and composition of your scene. Finally, you will also learn how to use the different render layers to composite the different parts back together, make color adjustments, add filters, and fine tune your final image through the node compositing system.
Got a quick assignment to edit & decorate some wonderful Delicode Visualizer Kinect material, which was recorded and created by Julius Tuomisto (Coordinator/Director) & Janne Karhu (Visualizer Programming) for music video “Scars” by Phantom. I think I’ve never had so many (14) simultaneous tracks in any of my edits before and it was quite a struggle at times to decide which was the best material for the cut.
Anyway, it still was fun to edit and even more fun to decorate it in After Effects with Red Giant’s Magic Bullet Suite. Also, some Trapcode Particular was used. Check out the video below, the track “Scars” by Phantom is really great!
Today we did a little tour to the Oude Kerk here in Amsterdam and enjoyed the first sun of spring. Blogging in the sun while hanging around in the beanbag in the Blender Institute is also quite pleasant, I can tell you!
Anyway, the light in the church is beautiful! We have to find a way to put this in the movie while at the same time have it destroyed by robots. Also the trees and bicycles in front of the church and around the redlight district might become a masking nightmare too. Or we just cover them with futuristic tech-stuff. But let’s see what happens.
I couldn’t help but film and track something in the church. But I have other things to do than putting something in it, so if you guys are interested in some compositing fun, here’s the track and footage. Do something cool and link here! :)
Meanwhile Nikolay struggle with keyframes, Erik Castillo has finished the promised 3D model of soldier. I was a little worried about the lack of such model, because we need it in shot 35 for keyframes drawing (this is a very complex shot where the soldiers are thrown into the air). Luckily Erik did best to cover us here. Now I can proceed to playing with shot 35.
Also we will need soldier models in shot 07 – it is where camera does a long turn around Ivan and Morevna and soldiers getting up from the ground and surrounding them. For this we will need 5-6 variations of this basic soldier to use all them in shot 07. It will be the next step. Stay tuned!
By Luis Robles. Luis writes: Good day, fellow Blender users! I’m really happy to show you my recently completed video, comissioned by a local client hosting a global event. It was completely animated in Blender, with a few textures created … Continue reading →
Today I want to write a little about our keyframes drawing workflow. The described workflow is not something that we come up at once, but this is something that formed up spontaneously during the last week.
Nikolay uses MyPaint to draw the keyframes and some edits are done in GIMP or Krita. Thanks to the GIMP’s ora plugin and native support for ora files in Krita we can seamlessly edit MyPaint files everywhere. Well, in fact Krita’s ora support isn’t that perfect (2.3.3 here), but we can live with that.
So, our basic working format is OpenRaster (ora). My task is to prepare all animatic images – compose them together with all reference data into ora files, so Nikolay can proceed directly to the drawing. We have a special production sheet to identify pending, prepared and finished keyframes. I also mark keyframes which are considered relatively “easy”.
Keyframes production sheet
Nikolay looks at this sheet when he needs to choose next keyframe to draw. After the keyframe is drawn he sends me ora file for review. My job is to look for style consistency and general quality issues. If the keyframe is accepted then Nikolay moves to next one in the list. If there is a issues then I put my notes onto separate layers together with some explanation sketches, send the file back and process repeats. On the images below you can see how it’s usually looks like.
Typical "work-in-progress" screen
Having a production sheet allows Nikolay to proceed with other keyframe while I’m doing review, so the work keeps to be intensive.
Also we can’t go without phone conversations – although Nikolay is quite familiar with the matter it takes from 10 to 30 minutes for discussions on each keyframe. Discussion can take place at any moment, so the mobile phone is an only option for that. Although Nikolay lives in other town, we are lucky to reside in the same region – that allows us to have all talks at the flat rate.
Needless to say that we have certain conventions about file naming which allows us to keep all data in the order. I will not cover them here as it may sound boring and there is a high probability that those conventions will change with a time.
That’s all my notes about the current workflow. If you would like to see the finished keyframes please watch the recent images page at our wiki. Cheers!
Yep! Time for more workshops, this time in Cancún, México! Like I did back in 2010 right after Sintel.
I’ve been also giving talks and workshops here in Pachuca, also México.
Places involved:
Universidad La Salle, Pachuca, Hidalgo, México.
UNID – Universidad Interamericana para el Desarrollo, Pachuca, Hidalgo, México.
Universidad de Bellas Artes, Real del Monte, Hidalgo, México.
Universidad Politécnica de Tulancingo, Tulancingo, Hidalgo, México.
Plus 2 weeks workshop for advanced blenderheads + 2 weeks for beginners as well + 1 week of tips/tricks and special training for advanced students willing to get their certification as Blender Foundation Certified Trainers. Fun!
That’s it for now, will be this month here in México, don’t know for sure about the upcoming months, any ideas?
I’ve been working with my graphics tablet and GIMP for the last couple of hours, just so I would have something to post for Illustration Friday. Well that’s not quite true, I’m killing two birds, as it were, because if the illustration is good enough, it will end up being the cover for a role-playing game called Heroes in Time.
The female warrior, seen in the painting with her back to the fire on the bridge of a doomed spaceship, is actually just a detail of the finished painting. The picture will also have a barbarian in a cave, representing the other end of time.
In the game, the player characters can choose to play as different types of adventurer from the very beginnings of time, to the very end. So they can be a robot, a magic user, an investigator from modern times, or the most primal of cave people.
It was when I was cropping out a nice thumb to paste on Illustration Friday that I noticed that the female jedi could easily be the subject of her own painting.
I like the urgent and energetic the image has right now, but I’m aware it will need some smoothing out, some detail, and a few more hours of attention before it really reaches a place where it could be called a finished piece of digital painting.
I keep coming back to this image though – attracted by the juxtaposition between brutal cave thug and sophisticate spacewoman – so undoubtedly it will eventually get to that coveted polished state of a completed painting.
The barbarian standing beside our woman from the future looks a bit naked I just noticed. I think the next stage will be to paint him in some clothes :-).
My fantasy novel is finally finished, and has hit the shelves. Well the virtual shelves at the likes of Smashwords, anyway.
The main character in the book is called Willowtide. As the blurb I wrote for the website tells, she is a young elven girl living in a fantasy world where dragons fly the skies and danger stalks the land. Either impulse or destiny sends her on a journey to save and befriend a dragon, a journey that has huge and unforeseen consequences for her, her friends, and the entire known world.
She is banished from the elven forest, attacked by monsters, befriended by the great and the good, and has to tap her latent magic powers just to survive.
Smashwords do the eBook version of books exclusively, and so the formatting is a little different. The book has to be turned into something a little like a big long river of text, with no page n umbers as different devices people use to view the book will cram a different number of words onto the page.
Getting all the little details right, such as fonts, formats and formatting has taken pretty much my whole day, but it’s worth it to see my work out there.
Next I’ll probably be turning to science fiction, and some nice space opera with spaceships, robots and monsters, unless of course ‘The Pet Dragon’ sells well, and then it’ll be back to the magical worlds of fantasy for more stories of elves, dragons, and even a few humans too.
Episode 2 is here, and it looks like this might be a short run! Why? because I am pumping out the pages like never before! Three pages got done last week. While I may not be able to match that next week, I’m going to give it the old college try. Just five pages until the end of the issue, then it’s cover design and off the Ka-Blam for printing. It looks like I’ll have two issues to table this year.
So here are a few draft pics from the previous pages:
Recroom in Sketchbook pro. I would have used Blender for this, but I wanted to get better at using the protractor and ruler tools in SBP. I think the results were well worth it.
Here are the cleaned up inks:
This image was the “ride off into the sunset” shot. The inks really worked well.
But it wasn’t until I toyed around with the colors that I found some “happy accident” results which made it pop:
Stay tuned again next week for more process to go!
It’s my last week at the Blender Institute before returning to Tokyo. It also happens to be the start of production on the Blender Institute’s Mango Open Movie project. For the past week, the team has been working on a 5-day project to get their feet wet with working together and with what will become the Mango production pipeline. I’ve basically been keeping out of the way, observing, and taking a little bit of behind-the-scenes video:
For a brand new team doing five days of work it’s very impressive. Add to this the fact that the main Mango project has already been completely storyboarded (in stunning detail) by David Revoy, and I think that Mango is off to an incredibly auspicious start.
(Thanks Tony! Was great having you around here, and see your own short film evolve: http://electrictownmovie.wordpress.com/ That one is going to be awesome too! :)
So it's been a year since the devastating earthquake and subsequent tsunami, which unleashed a nuclear emergency and barrage of death and destruction in its wake.
Once upon a time, when I had up until then only ever worked with Windows based computers, I discovered the world of Linux/Unix through Cygwin (as a result of needing or rather wanting to run GNU LilyPond, a story in itself). At this point in time, I also discovered the issue of case sensitivity, or rather the lack of it in Windows (but its presence in Linux).
I can't remember the exact reason(s), but at the time, I found this really cool, and wondered why this wasn't the case on ALL systems.
Hello and welcome to this quick tip on making shadeless materials for Cycles in Blender!
In this quick tip by Jonathan Williamson we show you how to create materials for Cycles in Blender that are completely shadeless; e.g. they do not receive shadowing or highlights. Shadeless materials are very useful for rendering a scene with a background image or any other numerous uses.
What you’ll learn:
Through this short video tutorial you will learn how to setup shadeless materials in Cycles by using an emit shader and light paths. You will see a quick demonstration of what light paths do and even get a small tease of what our Eat Sheep project looks like at the time of this recording!
The Mango team has completed their first milestone: a five-day workshop in which they created a short film based on a script by Ton. Ian writes: BAM! Here we are, the finished kickoff film, only 5 days after starting. Is … Continue reading →
Is it perfect? Nooooooo- we’d tweak this thing forever if we could- but we finished all the big stuff, and made a short film!
Today was a day of last minute tweaks and battling the render farm. At one point we had every computer in the place up and running rendering shots, along with the render farm. I suspect we would have been rendering on folk’s cellphones if we could.
Francesco is going to be cleaning up the SVN database this weekend, and we’ll be putting that all up for all of you to browse! The models and everything we made will be going up then as well.
We’re also going to be rendering a full HD version of this thing over the weekend. We ran into deadlines (as can happen! When render farms! Are! On fire!)- so some of this stuff is only 50% full res (nothing you’d miss on YouTube, probably :P). But yeah, the “Official Artist’s Version” is coming early next week.
And with that- it is time for dinner! And Mango proper! Because, just again, this isn’t Mango! It’s a short kickoff project to test the pipeline and get to know each other and figure out what needs to be worked on! And pester Sergey with requests!
Yafaray is planning a code sprint in the second half of 2012. Right now, they’re looking for a location to house the team and for donations. From the Yarafay website: This year we are going to...
Andrew Price writes: In a little prank to the blender community, I posted this video without revealing it was made with Blender. Most blender users were smart enough to call fake, but a couple were fooled. What I didn’t … Continue reading →
We’re releasing today’s video amidst quiet protests from the team. Once you get this close to done, it’s hard to release it before it’s all polished and perfect (and understandably so! The closer we get to the end, the harder it is for the community to know what’s done or not). But! We’re uploading the video every day, and here’s where we’re at! As usual, lots of shots are actually further along than they appear; most all the destruction simulation and shards are completed- they just aren’t rendering at the moment.
A lot of work left for Friday, but definitely manageable! We’re making sure everything necessary is being sent to the render farm tonight, so we can lay in the image sequences tomorrow! We still have one shot left that really needs a bit of work, but with everyone working together tomorrow morning, it should totally come together.
Sandra Gilbert talks Blenderart Magazine | processdiary.com. Last night I had the pleasure of being invited to sit and discuss Blenderart Magazine and various blender related topics with Paul Caggegi from Process Diary. It was a heck of a lot of fun with lots of laughter.
graphicall: RT @chokeamancer: thank you @graphicall for the experimental #blender #cycles build that works with my gts250. how sweet (and fast) it a ...
The movie we are currently making isn’t Mango! Mango is going to take us more than a few days!
We’re currently doing a 5 day kickoff film to work through the entire pipeline- the end goal hopefully being that all those mistakes and lessons we’d have learned from Mango, we’re making and learning now. It’s also cool from a momentum aspect (us artists would spend the first 5 days just calibrating our monitors, if we got the chance)- and gives us a much better sense of perspective in terms of time estimation. We’re learning first hand how long certain tasks take. Just a sec- lunchtime.
Back! To see the original script and Ton’s initial announcement, check here!
So yes, full fledged Mango pre-production continues next week! If you check back later today, you’ll see some cool robot-y updates.
Patrick David uses a Blender setup to simulate the effect of lighting setups. The .blend file is provided. Patrick writes: [...]Having a reference for how the contribution of different types of light will affect the final outcome is very handy … Continue reading →
Baptiste Ghesquiere will host a free workshop in Belgium on March 20. Baptiste writes: Hello Blenderusers, Recently I’ve given a little workshop on Blender in Izegem, Belgium during the Linuxbabbel. March 20, once again I will give a workshop in … Continue reading →
An essay by Rommel M. Martinez (2012-03-07)
Original Link http://rmm.meta.ph/essays/squandered.html
There is a disturbing, and eerie sensation that I feel whenever the damping realization that I am no longer a young child, is observed in my consciousness. The uneasy struggle between learning to let go of my portentous past and my capricious future, grips me, with heavy clench. It is not about
By Olli Äkräs. Olli writes: This is an animated advertisement for an improv theatre club of our group. I did the rendering in Cycles, added vector motion blur in BI to some parts, removed some noise with After Effects, cut … Continue reading →
I have recently received an email from Marco Iñiguez regarding Slumber (link) and thought it might be best to share my node setup with those of you who are interested as well.
Here it is (.blend file and preview):
http://www.pasteall.org/blend/12338
(click to enlarge)
Thanks so much! :)
-Reyn
About seven years ago, there was rumor of a magazine about to be released which would be targeted to the fast-growing Blender community. After wishing and waiting, Sandra Gilbert and Gaurav Nawani said “you know what? Let’s make our own” and thus, BlenderArt Magazine was willed into existence.
Blender Art Magazine is a terrific and free resource available to anyone who likes written tutorials, and who likes to keep up to date on what’s going on in the blender community. It is available to read online, or downloadable as a pdf – who knew seven years ago that this would be PERFECT for the iPad? (It’s where I store my issues!) As a bonus, you can also download many of the source .blend files contributed along with the tutorials in a handy companion zip file from the website.
Sandra isn’t as findable on the interwebz as most people, but not for lack of being reclusive. You can get in touch with her via the blender art website, twitter: @etagsmaerd and even like them on facebook
Blenderart Mag is always on the lookout for contributions. Each issue is themed, and you can get the details straight from their website on what the next theme is. The cut off date for Issue #37 is April 5th 2012 and the theme is “cool tools”.
Sandra explains in the podcast what the best formats for submission are (.doc, .odt, text, acompanying pictures clearly labelled in jpg or png) and how she’ll do her very best to make it all look extremely professional and readable.
In the spirit of the community which it services, please consider also sending along your .blend file for the readers so they can follow along and learn from it.
It appears that a certain damned fraudster, or group of fraudsters, have spent the past weeks using some of the money left on one of my Google Summer of Code cards. Some $70 USD has been illegally spent over the course of the past week or two (as recent as yesterday, and as early as Feb 23rd - the day I fell ill) on the Apple iTunes Store (raking up $45 in one particularly rich feast - apparently through/from a Luxembourg address/account), Paypal, and some bogus skincare crap.
To add insult to injury, Citibank's phone systems have been impossible to navigate; dozens and dozens of different numbers, but none of which I can get through on.
Anyhow, damned be the "Luxembourg Fraudster or Fraudsters". I hope they face an unpleasant end to their days, but not before facing the full force of the law.
Finally I have (virtually) pressed the big RENDER button on my render machine and with this I have started the last part of the visual voyage for Ara’s Tale.
Since my last post I have worked through all the remaining todo’s and checked each shot file for problems and consistency. Where I knew of better solutions to problems, I applied those to older shot files. I also consolidated all the naming conventions, which greatly eases the creation of various helper scripts for the final rendering.
It was a very interesting experience to go through all the files again and ensure that all my standards are adhered by each shot. This is where a real checklist comes in very handy.
While going through each shot, I did test renders and compositing for 1 or two frames and with this I kept track of the total estimate in rendertime and more importantly the final size of the renderpass files.
Now I know the exact numbers:
total rendertime : 350 hrs ( on my render machine)
total filesize : 2,4 TB
With this knowledge I have created scripts which will allow me to automate the render process almost to 100%. There is yet one problem to solve: I am short of ~250 GB of harddisk space, so I will have to get some more space. ( Unfortunately the harddisk prices have risen considerably since the disastrous thailand floods some months ago).
The Music for Ara’s Tale is right on track too. Phil managed to create the first 250 seconds of the score and I can tell you: its everything I have dreamed of and then even more.
Now lets hope my render machine is up to the task and I have a 1080p picture locked footage in 14 days from today.
Stay tuned …
ps: and this post’s title image was my first go with the cycles render engine …
The hump! Everything’s coming together, but we’re at the dangerous point where we go, “Psh! Filmed and edited in 2 days! We have nothing but time!” I suspect we’re going to wake up tomorrow, look at everything that’s left, and start sprinting.
Totally amazed by everyone’s skills today. Destruction and dust simulations, tons of motion tracking, even more bug fixes, insane compositing- it’s wild. And I’m not just saying that in the polite, “Go team! Everyone’s great!” way- no. My day was a daze of revelations and discovery!
And the Video Sequence Editor is surprisingly awesome!
By stridermax. stridermax writes: So this is a live action I did where the main baddie is a puppet. If you know a lot about naruto it will make 100% sense but if not its still ok. So the puppet … Continue reading →
In this Tutorial Frederik Steinmetz demonstrates two elegant ways to stylize renderings using the new double edge mask node. Additionally he shows how to use node groups in order to keep your compositing nice and organised.
By ! FaB ! ! FaB ! writes: Hey! Here is my latest work made with our favorite 3d software! 90% Blender and 10% photoshop I hope you like it ! Link BlenderArtists Thread
Foi postado um excelente artigo no BlenderCookie, que nos dando cinco ótimas dicas para termos um bom fluxo de trabalho ao realizarmos ou participarmos de algum projeto. Como você já deve saber o assunto ‘projeto’ é sempre intrigante no meio da comunidade Blender pelo fato de que uma grande parcela de projetos iniciados jamais são [...]
The Mango team is updating their blog almost daily – too much for me to keep up and turn BlenderNation into MangoNation. Instead, I’ll do periodic updates on the project. Here are some...
Unity is a free (as in beer, not open source) game design and deployment platform. Until April 8th, you can also get a free license to export your games to iOS or Android. Enjoy!
Hello and welcome to this project workflow tutorial!
Unless you are an artist or team member that is actively involved in a studio production environment, chances are you find the requirements and good practices for a project workflow to be a complete mystery. It is not uncommon to see new, or even intermediate Blender users with little, to no idea how to efficiently structure a project. This can cause unnecessary delays and challenges during production.
Before getting down to it, I would also like to take a moment to give a small pitch for our Citizen Membership. If you like this guide and want to take it with you for easy reading or reference then sign-up for a Citizen account and download the print-ready PDF to take with you on your iPad, Kindle or phone! Citizen also gives you access to download the source files for all our tutorials and it includes exclusive tutorials you can only view with a Citizen pass.
This tutorial, or editorial of sorts, is meant to try and shed some light on a few things you can do to help make your production more successful; regardless of your project is or who is involved.
Efficiently structuring a production, and the project workflow is absolutely key to succeeding with larger projects. If your project is not a solo project, and instead you’re working with a team then this is even more crucial!
An effective project workflow, or production workflow, not only helps you get the job done faster but it helps you produce better work. You will enjoy the process more and it leaves you with a project that is easier to navigate several years down the road; even if the person looking at the project was not on the original team.
Every project is different and the workflow must be adapted to fit that particular project as best as can be. However, there are a few things that are universal to all projects. In the below text you will find a few of my thoughts on these things, along with some of the techniques I have found to make a successful project workflow during our productions here at the CG Cookie Studio.
I have attempted to break the key parts of a production or project workflow into five components. These are Project Roles, Team Communication, File Structure and Naming Conventions, Asset Management, and Finishing the Project! Let’s take a look at each one of these in turn.
#1 – Project Roles
Being part of the Blender Community, I believe many of us have this idealized picture of a large group of people all coming together and communally working to produce something awesome without a centralized direction or project lead. This is a great mental image but in reality, particularly when it comes to your beloved project that has been stewing in your mind for years it just doesn’t work.
One of the first things you should do before you produce a single project asset is define team member roles. Determine who is doing what, which roles need to be filled and figure out how you can best make use of the skills your team brings to the table.
Below are some example roles which you should be looking to fill. Granted, depending on the size or type of project you may also include User Interface Designers, Concept Artists, Marketing, and others. The exact roles for your team may vary, the important thing is that you define them.
Example Primary Roles:
Project Lead - the person responsible for making project-wide choices and keeping the team on task and motivated.
Art Director – the person that takes charge of the look and feel of the project. On smaller teams this person may also help direct marketing.
Production Artist(s) and respective Leads - these people are charged to ensure all project assets are completed to spec. Depending on the spec of your project, this may be broken into several areas such as: Character Artist Lead and Environment Artist Lead.
Environment Artist: Responsible for all hard surface modeling and environment layout. This includes object modeling and lighting in most cases.
Character Artist: As you can imagine all things characters. Clothing, accessories and textures.
Animation Lead – the person that keep tabs on all animation to ensure quality and consistency
Tech artists / Engineers - these peopleare responsible for making sure everything actually works. This can boil down to shader development, optimization, custom tool creation and staring at lines and lines of codes for months on end.
When you have these roles defined, stick to them! Within the production environment, it is crucial each member fills their role to the best of their ability; this includes everything from the producer keeping the project going to the asset artists pumping out quality work. Doing this helps everyone stay on track and keep moving towards project completion.
Aside from making the best use of available skills, this also helps to avoid work overlap and too much head-butting. It is very common for new directors/producers to try and always be nice and let everyone do what they want, but this nearly always results in one things: you getting walked all over and the team getting nothing done. Let’s face it, this is your project and it should be done the way you want it to be.
#2 – Team Communication
I cannot stress just how important team communication is…personally I believe it is more important than your entire team, hardware, location, and everything else combined. The only reason this isn’t the #1 key is because the roles can determine aspects of the communication. Without good team communication your project will start to fall apart even before you begin. Good team communication should be a lot like your neighbors annoying, clanging, noisy machine that is always spouting steam! It’s always there, constantly makes a racket and refuses to be turned off.
The first step to good team communication is to put together a group of people that actually like to communicate. If each member of your team is off gallivanting with no regard for the rest of the group your project is doomed to fail. Every person on the team should actively contribute to team discussions and updates while also following the project lead. It is their job to help guide the project through completion and it is everyone else’s job to fulfill their role.
There are many different ways teams choose to communicate, if you’re looking for some new options then here’s a brief list to ease the process:
Skype- this works great for active discussions, particularly if the group chats are used to keep all members up to date
Wunderkit- the newest member of the 6WunderKinder family, this software is a great team to-do list and management application
BaseCamp- this tool is renowned for great team management while offering a wealth of tools
email - while boring, email is tried and true but it takes a very good team to not lose track of messages and to make sure everyone is on the email list. Use mailing lists to help solve this problem.
In the end, the most important thing is to simply keep the communication going!
#3 – File Structure and Naming Convention
If there’s a single thing I would consider a pet peeve of mine in the production process, it is bad or inconsistent file structures and naming conventions. When I’m knee-deep in a project, the last thing I want to do is spend hours searching for the files Sneaky Tom sent me because I don’t know what they’re called or where they’re at. Hours may be an exaggeration, okay fine it’s a huge exaggeration, but you get the point. If each team member follows a consistent naming convention and file structure it will be much easier for each member to pick up where others left off or make use of files from other people on the team.
You can use most any structure and naming convention as you like, just so long as it’s consistent and everyone sticks to it!
An example project directory structure:
Project Root
assets
models
textures
output
final_renders
sequence
sequence_comp
scenes
01
02
This is merely an example and could be broken down further for specific projects. For example, you might further separate assets into characters and environments.
#4 – Asset Management
Right up there in importance with file structure and naming convention, is asset management. While working in a team environment it is crucial that every member know exactly where each and every file exists that is pertinent to them.
There are many different ways you can manage your assets, but I highly recommend using something like Dropbox with shared folders to keep everyone in sync and on the same page. The requirements of your project may bring to light other challenges for asset management, but Dropbox or some of the other software is a good place to start.
Dropbox - an automatic file syncing tool that allows for shared folders between team members; also includes file change history in case of emergencies.
SugarSync – another automatic file syncing utility with much the same feature set as Dropbox but with wider range of customizations.
SVN – a version control utility that lets team members check in and out from a central source. It is great for coding projects but not so good for animation projects due to file sizes.
#5 – Finish the Project
This sounds like a silly thing to bring up in a workflow guide, but this is probably one of the hardest things to do. We’ve all seen and been around the start-up projects where everyone is excited, anxious and pumped to get started. Only to find out months and sometimes just weeks later that the project is on hold… Somebody is upset at somebody else, this other person won’t answer e-mails, and the motivation to work on this awesome project instead of going streaking on Saturday night isn’t winning.
If you follow the above project guidelines you will be making the first steps towards a successful project. By making communication a priority, defining team roles and managing your assets well you can not only give the project a successful start but be well on your way to finishing the project and going on vacation!
And, I’ve just uploaded another phone skin to society6. I had an image I doodled of a space weasel, which I had originally created very, very small indeed. I made it a few years ago in Photoshop, and there was just no way of improving the quality.
So I imported it into Inkscape, and copied the shapes as vectors. I probably wouldn’t have done it if I hadn’t wanted to upload it to the art site for possible sale. After creating it as an .svg file in Inkscape I can now resize the file to any size I want.
It’s perhaps a little bare with a white background, so I might add some detail to the image behind the subject. Perhaps a spaceship bridge, or the surface of a strange alien planet.
The planet might benefit from having dinosaurs of course, because there really isn’t any image that wouldn’t benefit from a few dinosaurs in the background, or perhaps this illustration will just languish on my hard drive, like so many others. I’m feeling guilty about not working on my novel after all, and it might be time to try and finally get it finished.
Or I might let it stay just the way it is, an illustration of a cute character, against a simple white background. I’m thinking it might look really nice on a phone skin.
The vector art process is a very useful addition, even to an artist like me who thinks of himself as a painter rather than a graphic designer. It unifies and simplifies an image, and gives it really nice clean look. And with Inkscape, there is much less chance of nasty ol’ pixelation.
So we filmed the script this morning. The current edit is looking pretty darn similar to the animatic from yesterday (with a few minor exceptions). Everybody was awesome! This is a pretty incredible team.
Destruction simulations, amazing robot texturing, 3d motion tracking, editing, great animation, and insane bug fixing abound! The film has really taken shape- but tomorrow the CG shots should really start looking closer to finalized! Also! Getting audio locked down!
If this is where we’re at by the end of the 2nd day, with any luck we’re going to be able to do all the polishing we need!
Yesterday I sat down with Brecht and Sergey to go over the main development topics, checking if we’re still on track and still have the big picture in mind. Because of the current workshop week we didn’t go over issues extensively with the artists, for that we’ll have plenty of time later. Here’s a short summary of what we discussed.
Motion tracker: is in good shape already, a new solver is underway to test. No bottlenecks.
Cycles render: will be seriously used. Brech is unsure how fast it’ll be in our production setup. We will do GPU and CPU (farm) comparision tests. Missing features are known topics (like shadow & id passes). He’ll also check volume render. Antialiasing and sampling (FSA) is an issue. A more detailed Cycles review we’ll do in 1-2 weeks here with the team.
We will need light probes or environment mapping (and stitching). Worth to investigate is efficient methods to extract light conditions from footage. Sergey loves to dive into this.
3D viewport: Brecht will check on overlay methods to enhance selection/active info, especially in rendered display.
Compositor project: some nodes – required by tracking – will need porting to opencl still. Might become a bottleneck.
Green Screen Keying: we will investigate best practices and state-of-the-art articles on this. My suggestion is to connect keying (mask extraction) to the clip-editor, using markers and tracking info and temporal filter options etc. Jeroen Bakker and Pete Larabell are interested to help too.
Depsgraph: we’ll try to focus on solving the crucial failures. Like the ‘dependency cycle conflict’ for piston cases and essential driver updates. As a bonus – when there’s time – we can try multi-threaded anim updating. The “proxy armature” also will have to get attention.
Getting Alembic to work would rock too… it would allow to combine a lot of real-time characters in a shot for animators and shade/lighters.
Color pipeline: the confused code for alpha and color spaces will have to become stable and useful (also on UI side, to clearly communicate things). OpenColorIO needs to be investigated still by the team.
Asset managing: continue work with Andrea Weikert on it (or gsoc student?) or help out ourselves.
We’ll keep you posted, next week we can do an artists’ version of the above :)
Hi all!!!! This is a very short and quick update! I’m currently on Cuba, without any kind of connectivity , but I keep working offline and making progress, taking advantage of the concentration that provides the isolation, and also some deserved relaxation with my family. With God’s help and friend’s help I hope soon been [...]
Phil Willis is a Sydney-based animator. I met Phil a few years back at drinks for local industry folks. At the time, I was trying to get into freelancing, and Phil was trying to escape his IT job. Several years on, and things have changed for the better. I still can’t believe people pay me to do motion graphics, and Phil finished 18 months of Animation Mentor, and recently worked on Happy Feet 2.
Phil is currently juggling being a new dad with a number of personal creative projects. To learn more about Phil and his work, you can visit his website: www.PhilWillis.com.au
Ian Ball goes on to explain his 2D animation technique, and shows how to create animations like the one above. This time: bending! Ian writes: Ok, so now we’ve got some images on planes we want to animate them. We … Continue reading →
Foi lançado recentemente mais um guia para quem quer iniciar no nosso querido software, escrito por John M Blain, o livro vem com a intenção de simplificar o aprendizado do mundo gráfico e fornecer instruções aprofundadas sobre os fundamentos e ferramentas do Blender, incluindo animação. O autor inicia com uma explicação detalhada a respeito da interface [...]
A Blender Game engine project by Dalai Felinto. Dalai Felinto writes: The AAAS is an international scientific conference, that concentrates scientists from all over the world. Blender clearly...
Bought this morning 4×500 watts halogens, and borrowed a huge theater light from the neighbours. Right now I hear screams coming from the studio, probably they’re filming ;)
Fabio Russo is working on an image layers feature. Fabio writes: I started to develop features for images to create layers in Blender, as in PS and Gimp!!A first implementation was done by KWK (Konrad Kleine) for Gsoc2010. Link Image … Continue reading →
Thank you so much to GMA News via Rose-an Jessica Dioquino for the news article and feature.
http://www.gmanetwork.com/news/story/249598/pinoyabroad/self-taught-graphic-artist-in-la-union-wins-intl-award
I'm very very honored and humbled.
-Reyn
I’ve been adding a few images to the society6 art site over the past few days. I found a few nice images I did a while ago, on an external hard drive I’ve been using for backups. This bunny phone skin design for example is a couple of years old, though I only completed it last year.
One of the fun parts of the whole process – apart from the idea that somebody may one day actually buy an image – is seeing my art on a phone skin or laptop case. It makes it look kind of like it has already been used in making the product, even though of course I’m aware the merchandise is only produced on demand.
I particularly like ‘Sick Little Bunny’ because, despite his messed up teeth, his bilious colour, his big fat belly, and his squint, he’s still kind of cute. I have quite a large selection of these creatures and characters I’ve designed over the years, including space weasels, elephants, robots and aliens, and I’ll probably take a little time each night to upload one or two to society6, and get a kick out of seeing them on a mobile phone skin.
This isn’t detracting from my novel too much either. I managed to write 2,500 words tonight, though the writing kept me up later into the night than I probably intended. I’m getting quite excited about the book, as it gets closer and closer to being completed. I’ll have to think seriously about getting the cover illustration finished, because I’m hoping I may well need it soon.
“While Blender is a wonderful free and open source program for computer modeling and animation, there has been a lack of unified, up-to-date documentation for beginners. Removing the...
We started with a briefing at 10 AM and around 8 PM the mango team finished the animatic. Here are some photos and a short video. Tomorrow we will do the filming, so stay tuned!
By David Lindsley. David writes: After I did the face capture and hand capture tests in Blender a couple of months ago – I decided to put together a quick little story – which turned into...
By JoOngle. JoOngle writes: I had some client that needed a 360 degree photo of a yummy hot-dog, the people that visited our ad-bureau, could not tell the difference, of course – you...
All Mango members have now arrived in Amsterdam! They’ll be spending this week on a ‘kick-off’, where’ll they have to turn a short script (written by Ton) into an actual movie in only 5 days! Sounds like fun :) Note: this … Continue reading →
Monday morning, 10.00h. I delivered a script to the team, which they’ll have to turn into a short film within 5 days. Premiere will be here at 18.00h friday, on youtube an hour later! The process of making it will be shared as open as possible. So: here’s the script already linked to the right. Written by yours truly, playing here in the Blender Institute! By the end of the day it should become a full storyboard and shot breakdown.
Tony Mullen will be here filming to deliver a documentary making-of!
Developers are finishing up the release targets for 2.63. Also, Google Summer of Code is coming up, and preparations are in full swing. Ton Roosendaal writes: Hi all, Here’s the notes from today’s meeting: 1) current projects Today BCon2 starts, … Continue reading →
Warning: extreme/pointless violence! By José Luccas Rosa de Oliveira. José writes: The first time i earned some money with blender is in a animation competition I made this animation, won the first place, and $200 =) I’m participating in another … Continue reading →
I had this mesh I did of a blue cat hanging around on my hard drive, and I thought it would be the easiest thing in the world to render off an image to use as a t-shirt design, but there was a problem. It had been so long since I worked on the 3D model, that I had forgotten all the settings I had used in the blend file. It kept rendering wrong whatever I did, but it turned out to be fixed just be deselecting the ‘fields’ button. I have no idea what the fields button is for, or why I was using it last time I worked on this model, but everything worked fine once it was unchecked.
I was doing the render for my society6 store, where I’m adding all my art, or at least the stuff I originally created at large enough resolutions, which rules out some of the old images I did on my old clunky computer. It would slow to a crawl working on any image bigger than 500px to a side. A t-shirt image for society6 needs to be ten times that size.
I’m making progress with my fantasy novel, I’m at 6 and a half thousand words, and I’m slowly redesigning the site to better showcase all the role-playing game stuff I’ve been doing. So it’s been busy, and I still have to watch an episode of ‘The Good Wife’ and then drag myself out of bed to go to work in the morning, sheesh.
Some shapeshifting controled rocks (Very easy to art-direct) and Cycles rendermagic (30s rendertime/frame using 100 samples). Finaly I edited some sound using Blender video editor :) Blender sure rockz!
What happens when an image fails to load in your system? It goes without saying that we need to find a non-intrusive way to analyze it.
It happened to me today. An image downloaded from the internet was failing to load in my project (a virtual art gallery for domes, more on that once it’s out). The internal framework involves to copy the image to the project folder and open it with Video Texture. For those unfamiliar with the Blender Game Engine, this is a python module to dynamically load and swap in-game textures.
In my tests all the images I tried were working. No exception. But of course it takes only a test-run with the client to get a crash One single image was enough to make me pull my hair.
Our beloved open image editor GIMP opens the image with no problems. In fact if I open it and save it I can open it in my project with no problems. So what’s wrong? Why can’t GIMP warn me about this problematic file?
Looking for ‘file inspectors’ I ran into this Binary File Inspector from Microsoft. It didn’t take more than a glance to spot the problem:
CMYK … Bingo! Opening the image in a station with Photoshop proved this was the issue.
For the adventure seekers out there, remember: open source tools are great. Yet you should be not afraid of getting out of your comfort zone once in a while.
Who could guess that Microsoft would be the cavalry to make it up for the lack of CMYK (and feedback) support on GIMP (or the lack of CMYK support in Video Texture, or me being short in tools for image forensics, …).
The ‘Blender’s VSE’ Blog has compiled a collection of awesome Sequencer Python scripts. Blender’s VSE writes: The Blender VSE or Sequencer is a very capable video editor. But it lacks some key features of other NLEs (Non Linear Editors). Fortunately … Continue reading →
Welcome to another Citizen Exclusive! Each week we are working to produce Citizen content. If you’re not a Citizen, no worries and no need to start a website about sheep taking over the world and having to release monsters to eat them. This isn’t affecting the amount of free tutorials/content to hit the site on a weekly basis. Basically we are just working harder. Of course you are welcome to sign-up today to get access to this exclusive and many more.
Modeling a Car series
Hello and welcome to this Citizen Exclusive series on modeling a car! This series will be covering the entire process of modeling a very detailed, high-poly car in Blender 2.6x. Throughout this series you’ll learn everything you need to know about modeling cars with an edge-by-edge method that focus very heavily on creating clean topology that not only results in a good mesh, it also results in a car model that renders far more realistically.
In Part 07:
The seventh part moves the focus to the wheels to model most of the wheel rim while focusing on clean topology and techniques for planning out the model so as to avoid potential problems.
OK, the main event of this week is the official launch of donations campaign. It took much of my time to prepare it, but I think it worth the efforts.
With that event the project enters new phase – keyframes drawing – and since the 1st of March Nikolay is working on them. And here’s some results.
Shot 51 - Morevna KF1 - WIP
Shot 51 - Morevna KF1 - No Shadow
Shot 51 - Morevna KF1
Shot 51 - Ivan KF1 - WIP
Shot 51 - Ivan KF1 - No shadow
Shot 51 - Ivan KF1
Also, to celebrate the beginning of the new phase of the project we decided to update our website theme with the new banner to better fit with current status of the project. Nikolay quickly made some cool artwork and now you can see the result (you may need to clear your browser cache to see the changes). Goodbye, old theme!
We was so excited with new artwork so after playing with new banner we accidentally got a new wallpaper done.
Morevna Project Wallpaper #2 (1920x1080)
That’s all stuff for today. Stay tuned – the next week is going to be hot!
No blog updates? Unfortunately that means we have loads of fun together! It’s now sunday afternoon and it’s the first time in 2 days I can sit down a while and check the web and email and this blog! Here’s quick bullet point updates:
Everyone’s installed in a room in a cool appartment. Especially the one in the canal area (at Keizersgracht, awesome views) will make your Dutch friends green with envy!
Yesterday Ian and David presented their mindblowing storyboards and script. For the team it was the first time they saw the entire story worked out visually and in detail. Lots of questions, many open (design) issues to tackle, definitely a lot fun ahead! There’s shots in this film that’ll become epic & iconic :)
We then went for the ritual after-weeky ‘beer at the windmill’ and ‘dinner in thai’ evening. Many more to come!
Right now:
Sergey is doing is Russian citizenship duties! He’s now on a train to The Hague in Amsterdam to vote.
Sebastian is doing recordings for the Track Match Blend DVD here.
Francesco is finishing his Animation Mentor homewerk.
David Revoy is at Schiphol airport waiting for this flight back to Toulouse.
Kjartan and Ian are on a bicycle trying to find the bridge over ‘t IJ to the northern part of Amsterdam, enjoying some nature.
Tonight Rob will bring the *horrible cheesy funny* Amsterdamned movie, to have a film evening with the guys.
I’m going to write a funny silly short script to present tomorrow morning to the team; they’ll have to execute & finalize it in 5 days as getting-started workshop!
(BTW: it seems nobody is smiling at the pictures, but that’s a coincidence :) I’ve just done quick snapshots yesterday, didn’t want to miss a second).
By Zordan. Zordan writes: It’s done and I’m actually happy with it The sphere in the foreground is rendered with cycles and the background with BI. Turned out to work better than I expected. Software used: Blender, Gimp Link Adventure … Continue reading →
So with three short comics under my belt (Have you picked up your eBook copies from the Process Diary eStore?), and one anthology about to be published under my guidance (ok, not entirely mine, Derrick Utz went above and beyond with extra art, design, layouts, etc) I think it’s high time I began churning out pages for Pandeiaagain. And not at the old clopping pace of once a week, either. I’ve got a deadline on issue 2 if I want it on my table for Supanova 2012, so I am thinking way further ahead on page layouts than previously. Now if I can get the pace up, and really make a go at refining my workflow, this would bode well for future issues. I do not want to be writing this web comic in my 40s… and they are not that far away.
Thanks to listeners/commenters and all-round enthusiastic emailers like Mikhail P. Schalk, I took the hint and decided to do a “process to go” style series all about finishing this issue. If all goes well, I’ll do a short series for each future issue. I think I’ve gotten into the hang of getting work done while managing all sorts of craziness in day-to-day life, and if I concentrate on this title for a while, I reckon I can make it my main focus again.
I hope you enjoy this first episode of this P2G Redux. Some great suggestions rolled in via twitter: Pandeia On The Run, Pandeia 2Go, Pandeia Rides Shotgun, Buckle up, Minauld, Pandeia On Board, My Copilot is Shooter – all awesome (thanks Jose!). Still happy to hear suggestions!
Paul Caggegi interviews animator Hjalti Hjalmarsson (see his animations American Style and Dikta). Paul Caggegi writes: Hjalti Hjalmarsson joins Paul Caggegi on The Process Diary to talk all things animation, working on commercial projects with Blender, and his experiences with … Continue reading →
I have added even more features to my Blender SVN pages.
Commit messages now display the authors full name instead of cryptic username, revisions in commit messages are now shown as links and there is a "changed paths" list on each revision page. Additionally some Statistics pages now have new file related charts. E.g. developer pages show most edited files and number of added, deleted and modified files.
Commit Logs are also available as RSS feeds in case you want to follow Blender commits more closely. You can subscribe All Commits, Trunk Commits or commits from a specific branch from any branches' statistics page.
Update: You can also use RSS feeds with "short-title" option (All Commits, Trunk Commits), this way revision title is printed as "r12345:" instead of "Revision 12345 (trunk/blender):". This can be useful if your reader has only limited screen space.
I just did a quick digital painting using GIMP and Inkscape of a cute alien poking its head out of a crater. I’ve painted it in a format that I can sell as a mobile phone cover – although everyone in the world seems to have a smartphone and cover already. I used Inkscape to make the basic shapes with clean lines. Then I exported it to GIMP and added a few nice shadows and other touches to make it more 3D and alive.
It’s nice to be doing an illustration just for the sake of it again, after doing a lot of illustration specially for the Extreme Future sci-fi role-playing game. It’s still a sci-fi illustration of course, as everything science fiction is still my first love, but it has a touch of cute about it that most of my sci-fi illustration doesn’t. My illustration, especuially for the sci-fi role-playing games, tends to be a lot more gritty and ‘realistc’ – if it’s possible to use that term about faster than light travel in the extreme future.
I have a bunch more of these cute alien designs that I have created over the years and I’m planning to do a few more paintings like this one in sizes that can be used for cool things like mobile phone covers and laptop covers, but the main reason for doing them is that they are just a lot of fun.
I'm happy to say that this year I'll be representing Renderfarm.fi at both the Game Developers Conference (San Francisco, California) and South by Southwest (Austin, Texas). In case you're heading to either of these two great venues, please do seek me out! At GDC you can find me best at the Finnish section of the Nordic Pavilion (North Hall, booth 1824), while at SXSW you can find me best from the stand of the Finnish Mobile Association (stands 1123, 1125). In case you do get to either venue you can pick up your copy of the free and now classic Renderfarm.fi poster "Join the Blender Army", proven to also be hanging on the walls of great studios like the Blender Institute and Energia:
We'll be having a get together for Blender users at the Game Developers Conference on Thursday the 8th of March. Let's meet up at around 2PM at the Nordic Pavilion (North Hall, booth 1824) and move on from there if necessary. Similar meet up could be held at SXSW if enough Blenderheads show an interest. I know of at least two IRC #blender regulars who will be attending GDC with me, so the meeting's going to happen in any case. If you're there or even if you aren't but know of some Blenderhead who will - let them know!
The Ott Planetarium announces two new workshops, one of which is online. Ron Proctor writes: The Ott Planetarium at Weber State University has provided Blender-based production workshops every year...
Extreme Future, the sci-fi role-playing game, has been in its second edition for quite some time now, a few weeks at least, and I’ve finally gotten round to updating the front page of the sci-fi and fantasy publishing and illustration website to reflect that. I’m very proud of the new edition, and on top of a vastly expanded background galaxy – yes an entire galaxy – to adventure in, the game system is also now entirely designed in house.
Designing a dedicated game system, rather than using an off the peg system like FUDGE, was the only way to get the control I required. I wanted to make a game that was light on the bookkeeping, but heavy on cool detail and stats for all the sci-fi hardware of the setting, including robots, spaceships, weapons and monsters – oops, I mean belligerent aliens.
I quite like the cover as well, it sums up the busy environment of the game, with lots of action both in space and on planetary surfaces. It also emphasises the space opera aspect of the games, where some attempt has been made to keep things corresponding to real science concepts, but never at the expense of making things cool. Faster than light travel and communication are commonplace in the background to this role-playing game and psionics are also far from uncommon. One of the weapons available is even an approximation of the good old force sword famous from a certain blockbuster sci-fi movie that shall remain nameless.
And on top of all this there are also extensive rules for including mechs within the gaming experience. They fit into a space opera setting surprisingly seamlessly. RPG Drivethru has a few pages of the game that can be flicked through, and of course this sci-fi role-playing game is available for sale there too, take a look.
Howdy! Today I was wondering how many people out there are actually making some money with Blender. Is Blender part of your job, do you do freelance work or even run a business? Is Blender a small...
Ton Roosendaal wonders just how much the Mango crew should share in their (almost daily!) blog updates. Do you want to be fully aware of what’s going on, or would you rather be surprised? Ton writes: In a previous post … Continue reading →
By Lino Thomas. Lino writes: I played a lot Half Life 2 the last weeks, so i decided to recreate the lovely physics gun i frequently used in this game. Because of the lack of detail in the lowpoly version … Continue reading →
The Raspberry Pi is a credit card sized computer that runs Linux and sells for only $35. After its announcement yesterday, 10,000 of them were sold in only a couple of hours. Here are two interesting stories involving the Raspberry … Continue reading →
In a previous post people mentioned they’d hate it if we would give too much away here. I realize there’s a certain level of fun getting a surprise when you watch a film. However, this is also a making-of blog… so how will we balance sharing here? Here’s a couple of suggestions to promote more openess for Mango than previously for Durian/Peach/Orange.
1) Organize external help
If we want help from the outside world again, we should be able to talk about what we’re making, right? For example, we can really use help with props again (real ones and cg ones).We will have complicated vfx challenges to tackle as well – not only in smoke/fire sim and with fracture. Discussions and reviews – what to film in a studio, what to do on a film set in town, and what we’ll rely on to do “in post”- would be great to share here with an audience too.
2) There’s a lot of fun to share
We are going to talk to the costume designer, there’s going to be a casting stage – and we’d like to introduce the characters here – and we’ll do filming on public locations (and will also allow visitors on the set). We will be doing storyboading, animatics, test renders, experiments… if we have to think twice before sharing anything the threshold for posting here will get higher and it’ll result in only very few posts.
3) Low posting threshold = more involvement = less frustrating crits
I think that a higher level of openess here will also work very well for the team. During Sintel, the quite critical blog following we had was often spoiling the fun and interest to post here. We should be able to post unfinished work-in-progress here without immediately getting flooded with (constructive but) negative reactions. I think that can best be tackled by posting much more, allowing followers here to track actual progress and get involved in the process that way.
4) Process of film making is coolest thing ever!
The process of making a film is much (much!) more rewarding than watching it; even when you can only witness it from the outside. Also when you already know everything (like me), it is stil a mystery how the film will actually look or work in 6 months from now. This is a gradual process of small steps during a long period… and actually we only know if it works in front of an audience in a theatre! Further, even though I’ve seen ED, BBB and Sintel like a 1000 times, I can still enjoy watching it. Having seen it grow and come to existence only makes watching it more interesting. Every time.
Realize that you already knew the story of a lot of movies you’ve enjoyed. Lord of the Rings, Titanic, TinTin, etc. Did it spoil the fun? Wasn’t it much cooler to watch how the filmmakers solved things in the end?
Anyway! Feedback welcome :) The team will be arriving today and tomorrow, and after next week we should together make a good decision on what to keep hidden, and what to share. Personally I think we could share much more than we did for Sintel. Just not the final edit and script itself.
Blend Swap has just announced a new contest on fantasy character design. Blend Swap writes: Enter our new contest!, Create an awesome, full-featured, ready for production fantasy character and win...
The movie was created in MyPaint and composited in Blender. Libre Graphics World writes: Earlier this month TEMBE, a group of argentinian animators, publicly released “Viaje a la tierra del...
Fax on Blender did a ‘pre-review’ of Humane Rigging, the upcoming training DVD by the Blender Foundation. Fax on Blender writes: “So what’s up with a new rigging product by...
An essay by Rommel Martinez
2012-03-02
Our cunning ability for oversight is deridingly high. Whether it may be
solving a problem or just trying to be creative. Our impulse to
over-engineer is unusually prevalent if our initial expectations are not
met. We drag our consciousness to lengths almost unfathomable because
we think that if we pour in a lot of thought, the outcome is
This is just a little test post to see if the plugin in my blog to crosspost to Facebook is working. But just so that it isn’t too boring, I’ll tell you about my efforts to learn Italian. I’m learning it by reading a comic book, and translating as I go with a dictionary. I thought the best way to have a dicionary with me at all time was to get one as a free app for my iPod, and I was half right.
There was a pretty good app available, but not any of the free ones. None of the free dictionary apps I tried recognised any of the words, but this one at a few dollars recognises most works.
Of course I’m going to be providing the cover illustration myself, and I’ve been working on the manuscript and the digital painting for the cover at the same time. This has been a nice synergy, because the ideas I have while writing feed into the cover illustration, and at the same time the digital painting for the cover also feeds into what I’m writing.
I haven’t been able to talk about my writing project up to now, because I needed a cover image to go with my blog posts, and it has taken a long time for the cover to start looking anything like I wanted it to. It’s looking pretty good now, but it’s still a long way from completion, with every element – the main character, the dragon, the text, and the background – needing tweaking at the very least, but I’m no longer so ashamed of it that it must remain hidden on my hard drive. I can set it free to decorate the deluge of posts I plan to unleash about my new self-publish fantasy book project.
All this writing is one of the reasons the blog has been silent for a while, but now, with a cover painting to show off with every post about the novel to be, that’s all over. I plan to write a bunch more posts about this self-publishing project, and its success or failure.
I’ve added a ‘Flattr this!’ button for anyone with funds in Flattr, so they can encourage me to get from 60,000 words, where I am now, to 100,000 words, the planned length of the novel.
The Videomakers Festival received over 2000 entries, Niklas Holmberg ‘Our New World‘ won the first prize (€ 1000) in the Animation/Motion Graphics Award. Congratulations!! Niklas writes: Hello people! I submitted a video to Userfarm’s Videomaker festival 2011. I was just … Continue reading →
Just outside the Oude Kerk in Amsterdam is a small bridge where the key break-up scene happened in the past. Scientists have been constructing a gigantic dome and a lot of equipment around it to ensure they can reconstruct the past there perfectly… or is it a time machine? Image by David Revoy!
(Concept art is 6 days old, things are evolving into exciting directions, involving robots – for sure! Stay tuned!)
In this audio-only episode, Ian and Wray discuss the various ways they discovered and learned to love Blender, the LEGO paradigm, and the computer viruses that come with cracking other pieces of 3D software. Download .mp3
Here is a green spaceship I painted, being used on a self-publishing writer’s blog. It’s always great to see my stuff being used out there, of course there are copyright issues, because the image is being used without my consent – but with a link so I think it’s cool. And it made me aware of a fellow creative’s blog, when the image got linked back.
I’m very ambivalent about the whole copyright issue anyway, and I think it has evolved to become a nasty way for big companies and governments to control what we see and when; a bad thing, of course.
There is for example the famous civil rights documentary ‘Eyes on the Prize’ that can’t be shown because nobody can afford to pay the copyright fees for the song ‘Happy Birthday’ that is sung to Martin Luther King by his supporters in one scene.
So I’m very deeply against copyright being used to stifle creative people.
In fact it would be great to live in a world where income was distributed equally to all irrespective of the work they did (so people did useful work that they actually wanted to, and that made them happy – rather than being forced to join the army of people forced to work producing either nothing, or worse helping to destroy the planet we inhabit). I’m a bit of a lefty :-). In such a world, we’d all get paid and we wouldn’t have to spend collective centuries arguing in court over who owns the rights to some slogan or jingle or other so the winner of the case could move into a mansion and the loser went outside to die on the street.
I also hate to see young inexperienced people having what they created being taken away from them by companies, or things like DNA being copyrighted, or Basmati Rice. It’s all nuts, so I have no particular issue with this struggling author using my image, at a resolution too low to be used in print, and with a link back to the source.
That seems to be cool behaviour from someone who respects me as a creative person. Of course (in case this post ever turns up in a court case in the future when I’m a big famous artist/writer/whatever) I do reserve the right to sue anybody that rips off my images, especially if they can afford to pay :-)
Blenderheads in Minneapolis, Minnesota are meeting this Sunday. John Fino writes: The second MinnBUG meeting is on for Sunday, March 4st, 1-4pm in Minneapolis, Minnesota. After a great showing for...
We are extremely proud to announce that Renderfarm.fi might well be the first renderfarm on the planet to have successfully implemented distributed rendering for Blender's new awesome render engine Cycles. Although still at a preliminary testing phase, most of the difficult work is now behind us. We've created proof of concept that our method of splitting and computing work in to small sample sets, collecting them and combining them into a high quality and high resolution finish on the server side works. Here's Nathan's test render from yesterday that proves our case, the image on the right is the result of merging 100 21-sample images together, in effect creating a 2100-sample image:
The first session to apply this new technology is now running. As Cycles is in early beta for us, all Cycles sessions will be running on a small subset of computers. If you would like to help us in testing, please get in contact with Gekko on this forum thread. Similarly we would We would also now like to invite artists to send us some us some ultra realistic scenes, computationally intensive that they would like to see rendered as tests on Renderfarm.fi. If you have any, please get in contact on the same forum post or find us on on IRC Freenode #Renderfarm.fi! Three cheers for Blender!
Preparations for this year’s Google Summer of Code have begun and the organisation is asking for your input! LetterRip writes: Hi all, I’m working on our GSoC application again this year. Part of that is a wishlist. Would be interested … Continue reading →
By Lars Fischer. Lars writes: Hi. I used Blender 2.62 and Cycles. You see furniture from the Architects and Designers Charles & Ray Eames. More Information on my blog. Lars
Fax's Shopping Choices are back, this time with a small twist! You probably already know that the Blender Foundation is launching a new training DVD, this time on the subject of rigging. Nathan Vegdahl, of Mammoth Rigging Tutorial fame (and of course Big Buck Bunny and Sintel and Project London fame), is the author and he asked me to write a pre-review of the thing. Click to read it!
By Chris Mcfall. Chris writes: An Experimental Advert for Wireless headphones Animated and rendered with “Blender” and “Cycles” “I created this advert for the “Zync” Wireless headphones by Versus. I wrote the Music In Fruity Loops, modelling, simulation and animation … Continue reading →
Hello and welcome to this introductory tutorial on texturing with Cycles in Blender!
In this Blender tutorial Jonathan Williamson gives you an introduction on setting up your material shaders with textures for Cycles in Blender.
What you’ll learn:
Through this tutorial you should gain a solid understanding texturing with Cycles in Blender, including how to take existing texture maps (diffuse, spec, bump) and use them in material shaders to create the various surfaces you require for your project. You will learn how to set up the textures through both the Material Properties and the Node Editor while being shown distinct advantages of each method.
Along with texture map setups, you will also learn how to set up and HDRI environment texture for the lighting and how to use node groups for easy reuse of existing node setups.
credits: Dalai Felinto, Mike Pan (Blender) and Sherman Lai (post processing)
It’s available on Ted Talk the presentation from Dr. Pauly on the ocean’s shifting baseline. The key idea is that we need to stick to a baseline in order to develop a more reliable feeling on the changes that are happening.
But what happens when we can’t see the baseline? In this case the use of simulations – films and images – can be of great help. In the final slide of his presentation, Dr. Pauly showed an image to suggest a simulated ocean in 2010. You can see this at ~ 8:12.
This is not one my favourite works, but it’s an important one. This image was made based on a still from the first animation made in Blender I worked on, back from early 2009: The Life in The Chesapeake Bay. It’s nice to look back and admire how many chances to improve my work I got.
To work with science communication is a thrill, and to have this work recognized really makes my day. Note that this image is not being used only to illustrate a particular ocean scenario. The image is there to make a point. To reenforce the role of art in the understanding of our lives.
. . .
And yes, it’s always great to spread Blender around the world, even when people are unaware of it (I was going to do a screenshot from the Blender file but I can’t find it – it took TedTalk way too long to make the stream online available
A belated thank you for Villy Christensen, Sherman Lai and Mike Pan for the opportunity of doing the original project together. And for York University and the unexpected strike in late 2008 God and his crooked lines, go figure.
By Jay-Artist (Blend Swap) Jay writes: I started this with the intention of just modelling a Mug for a quick bit of fun, but got carried away. I have a dislike for badly modelled pottery, especially where the handles join … Continue reading →
Only a few days before the rest of the team starts flying in!
Our biggest goal right now; storyboarding EVERYTHING! It’s my first time using a tablet for any sort of extended period of time, and it’s really growing on me. I’d only ever used the 3X4” bamboo deals before, and having a larger pad definitely makes a difference. David Revoy set up his ideal drawing system on my machine, and MyPaint is proving to be a powerful ally. The current storyboard is clocking in at about 175 images so far- though in a lot of cases one shot is represented by several storyboards.
I’m doing the quick-n-dirty storyboards of everything, then David is going over some of the more complex/ambiguous frames and clarifying some of my scribbles.
It’s actually been rawther relaxin’. I’ve been so busy for the past few years that I haven’t really set any time aside to draw at all, and a few solid days of it are waking up some old muscle memory. That said, the hardest part is balancing my desire to make every frame detailed and awesome, and knowing when to move on when it’s good enough.
I started storyboarding a bit out of order, so it’ll be interesting to see how it feels when it’s all assembled. I think we’re in a pretty good place; lots of complex stuff that’ll test our tools, but nothing that seems flat-out impossible (just really darn hard).
But yeah! Nothing new to say that David hasn’t already, except that I think in a few hours we’ll hopefully have this whole deal laid out!
Recently, Hand Turkey’s Production Monkey, Jason van Gumster sat down (well, virtually) for an interview with Paul Caggegi of The Process Diary to discuss the various facets of running an animation studio with a pipeline built entirely on free and open source software. They discuss Blender, GIMP, MyPaint, Python, and even a little bit of LibreOffice. It’s great geeky fun. Have a listen!
Here’s a new Blender blog that’s worth keeping an eye on. Manuel Burchi (Manollo) writes: We are four passionate French guys who love sculpting, working together and who especially love Blender. So, Lorembolo, Blackschmoll, Otsoa and mysefl (Manollo) created a … Continue reading →
Last week, 3D Buzz hosted a free webinar as an introduction to their upcoming 6-week Blender training. This webinar is now available for download. It’s over 150MB to download (and you’ll need to un-RAR it) but that’ll get you an introduction … Continue reading →
FOSS may still be seen as the domain of the hobbyist with zero budget. But what if I told you that more and more studios are starting to turn to Free and Open-Source Software as the backbone of their operations? From Open-Office (now libre Office) to Blender, MyPaint, and GIMP, studios such as Hand Turkey Studios are successful examples where professional, commercial work is being done, and nary an Adobe nor Microsoft product can be seen. (Oh my!)
I speak with Jason Van Gumster about how he runs his studio, and also about the books he’s written: Blender for Dummies, and the GIMP Bible. We totally geek out, and some of the listening is definitely for the intermediate-to-expert crowds, but if you wanted to know what’s in store for future GIMP releases, and how Jason stays on top of the game, enjoy this very high-tech, geeky interview. You may have to come back and listen to it again once you’ve got some Python under your belt.
(… did that sound a bit wrong to you too?)
Jason can be found all over the inter-netter-webz:
If you are thinking of starting your own studio, or if you’re a studio thinking of using FOSS as a viable alternative to what you’re already running, here is a quick list of apples-with-apples comparisons:
Platform:
Windows/MacOs
Linux Ubuntu
Office:
Microsoft Office
LibreOffice
Image creation/manipulation:
PhotoShop
GIMP
Vector Art:
Illustrator
Inkscape
3D Software:
Max/Maya
Blender
Sketch/Paiting:
Sketchbook Pro
MyPaint
It’s by no means a comprehensive list, but it gives you a great start to some viable options that replace popular packages that you commonly see.
Today James Neale posted a series of awesome tips on twitter under the hashtag #3dpreset. I thought I would gather them up for those of you that don’t do the whole twitter thing. from James Neale “A creative studio can … Continue reading →
By Daniel Kreuter. Daniel writes: This is a blend I made some months ago… but I still think someone could use it. It’s just a model without materials but feel free to apply some. Sorry for the wrong...
Hello and Welcome to Citizen Exclusive Resource Pack of Character Modeling Sheets!
In this Citizen Exclusive Resource pack we are bundling up Krystal in two detailed, clean turnaround character modeling sheets done by Tim Von Rueden. The first is a blank canvas leaving her nude, to show her proportions and is ready for use as a reference or as a base for your characters. The second is an example of the bare turnaround sheet with her original outfit on. In the source files are a .PSD and . JPEG of the turnaround modeling sheets. The .PSD versions come in layers and is set at a very high resolution for you to zoom in and check out the details and line work.
Why are turnarounds so important?
In concept art,
Character modeling sheets take out any fancy lighting, poses, angles, and leaves you with just the character and their outfit. This helps push the strength of the designs and overall appeal. You are really able to create a believable, functional wardrobe. Even if the charactert is mythical, it still has to feel like it works together.
For this particular character, she is a runaway in a grand forest type setting. Since she is always on the move I gave her lightweight articles of clothing with a focus on her boots being a central point of detail. A forest’s floor can be unforgiving so some thick, protective boots were needed. Her hair is messy from the constant mix of the wind blowing through it and the sweat that has built up. She also has a few double edged combat knifes so the holsters were placed on her in position for easy access, such as on her hip. The rest are details that were added to give some more interest to the character.
For modeling,
During the modeling process, character turnarounds are nearly unparalleled in their usefulness. Character modeling sheets can drastically speed up the modeling process and give you a higher quality, more accurate model as nearly all of the design decisions have already been made by the concept artist, leaving you to focus exclusively on the modeling.
If you would like to learn how to create modeling sheets on your own…
Below are are two tutorials teaching you how to do so in both the Gimp and Photoshop software,
Hello and Welcome to Citizen Exclusive Resource Pack of Character Modeling Sheets!
In this Exclusive Resource pack we are bundling up Krystal in two detailed, clean turnaround character modeling sheets done by Tim Von Rueden. The first is a blank canvas leaving her nude, to show her proportions and is ready for use as a reference or as a base for your characters. The second is an example of the bare turnaround sheet with her original outfit on. In the source files are a .PSD and . JPEG of the turnaround modeling sheets. The .PSD versions come in layers and is set at a very high resolution for you to zoom in and check out the details and line work.
Why are turnarounds so important?
In concept art,
Character modeling sheets take out any fancy lighting, poses, angles, and leaves you with just the character and their outfit. This helps push the strength of the designs and overall appeal. You are really able to create a believable, functional wardrobe. Even if the charactert is mythical, it still has to feel like it works together.
For this particular character, she is a runaway in a grand forest type setting. Since she is always on the move I gave her lightweight articles of clothing with a focus on her boots being a central point of detail. A forest’s floor can be unforgiving so some thick, protective boots were needed. Her hair is messy from the constant mix of the wind blowing through it and the sweat that has built up. She also has a few double edged combat knifes so the holsters were placed on her in position for easy access, such as on her hip. The rest are details that were added to give some more interest to the character.
For modeling,
During the modeling process, character turnarounds are nearly unparalleled in their usefulness. Character modeling sheets can drastically speed up the modeling process and give you a higher quality, more accurate model as nearly all of the design decisions have already been made by the concept artist, leaving you to focus exclusively on the modeling.
If you would like to learn how to create modeling sheets on your own…
Below are are two tutorials teaching you how to do so in both the Gimp and Photoshop software,
Hello and Welcome to Citizen Exclusive Resource Pack of Character Modeling Sheets!
In this Exclusive Resource pack we are bundling up Krystal in two detailed, clean turnaround character modeling sheets done by Tim Von Rueden. The first is a blank canvas leaving her nude, to show her proportions and is ready for use as a reference or as a base for your characters. The second is an example of the bare turnaround sheet with her original outfit on. In the source files are a .PSD and . JPEG of the turnaround modeling sheets. The .PSD versions come in layers and is set at a very high resolution for you to zoom in and check out the details and line work.
Why are turnarounds so important?
In concept art,
Character modeling sheets take out any fancy lighting, poses, angles, and leaves you with just the character and their outfit. This helps push the strength of the designs and overall appeal. You are really able to create a believable, functional wardrobe. Even if the charactert is mythical, it still has to feel like it works together.
For this particular character, she is a runaway in a grand forest type setting. Since she is always on the move I gave her lightweight articles of clothing with a focus on her boots being a central point of detail. A forest’s floor can be unforgiving so some thick, protective boots were needed. Her hair is messy from the constant mix of the wind blowing through it and the sweat that has built up. She also has a few double edged combat knifes so the holsters were placed on her in position for easy access, such as on her hip. The rest are details that were added to give some more interest to the character.
For modeling,
During the modeling process, character turnarounds are nearly unparalleled in their usefulness. Character modeling sheets can drastically speed up the modeling process and give you a higher quality, more accurate model as nearly all of the design decisions have already been made by the concept artist, leaving you to focus exclusively on the modeling.
If you would like to learn how to create modeling sheets on your own…
Below are are two tutorials teaching you how to do so in both the Gimp and Photoshop software,
By Jimmy Widlund. Jimmy writes: This video took alot of time and patience. I started creating it like a week ago but I did many mistakes so i never gave up until i had good topology and i nice looking … Continue reading →
Yesterday Ian signed off the script as final! This means no further changes happen unless he gets the full team (or me at least) to support it.
He’s been rewriting scenes a couple of times, shuffling events around, adding/removing characters and playing with a lot of angles for telling this short story in the best way. I really like it how Ian now focused on filming a relative compact event, with a group of cool characters doing really fun stuff, with a lot of cinematic & design challenges!
But don’t worry, it’s still about a really crazy breakup in Amsterdam, causing the future to go haywire with robots. We’ll update you guys on this here soon as well, but I think it’s fair to first go over it with the team itself.
A final script also means we can start-up the casting process: the current script has 2 young characters (late teens), and five older characters in the future (warriors and scientists) and a bunch of extras. We also will target at getting our locations (around Oude Kerk, Amsterdam) arranged.
This Friday and Saturday the rest of team will arrive: Kjartan, Francesco, Nicolo, Sergey and Sebastian. (Jeremy will arrive March 13). We will do a final presentation of story/artwork/storyboards here Saturday 1700h! Sunday is day off, on Monday we’ll start a 5-day workshop – meant to deliver a short film as proof-of-team-spirit by friday 17h. Stay tuned!
Here’s an overview of some Blender work that made it into the popular Mythbusters TV series! Dave Timperley writes: A bit of a Blender spotting. I worked on the Mythbusters TV show for six months and managed to squeeze a … Continue reading →
An awesome model, based on a painting by David Revoy. Damien Monteillard writes: My name is Damien Monteillard and I’m French. I have modeled Necromancer with her boar, based on an illustration by David Revoy Modeling/Texturing/Compositing/Rendering : Blender 2.62 Texturing … Continue reading →
Learn how to create a handwritten letter in this 1.5 hour videotutorial by Blender Magician. Blender Magician writes: This is a 2 part tutorial focused on creating what I’ve always wanted to do, and that is create an old handwritten … Continue reading →
Luis Arizaga’s ‘Captain Proton’ image features prominently on the cover of the latest edition of 3D World Magazine. Congratulations! (See also the full-size image and the...
(click to enlarge)
“For everything you have missed, you have gained something else, and for everything you gain, you lose something else.” -Ralph Waldo Emerson
My huge thanks to my friend Floren Bautista for allowing me to make him my model reference. Everything you see here is his existence.
Made with: Blender 2.62
Rendered with: Cycles
This is my entry to BlenderGuru's "Saying Goodbye"
Dang nab it. We were chugging along and then crash. The little battery on the edit system motherboard needed replacing, so I replaced it. But in the process of removing and replacing the Blackmagic card to gain access and replace the little battery, the card was fried. So dang. We have a replacement Blackmagic card on order. It should be here Thursday and I should be able to pickup the HP XW8400 Workstation, the heart of our edit system, from our friends at Media Tools this Friday.
I am so looking forward to seeing Project London with all the music in place! That's what's on deck. And also a chance to evaluate all the dialogue and sound design work done to date.
BTW, this isn't the first time our edit system crashed. Thankfully through all of the crashes, we haven't lost data!
Sebastian Koenig – our masterful 3d camera and motion tracker – is currently finishing a new training DVD for the Blender store. It has been written with a general audience in mind – also filmers with no real experience with Blender should be able to learn how to track and match. And blend!
As usual for Blender Open Movie Workshop titles, all the content will be free to share and spread as CC-by, and all revenues will help out realizing Blender Foundation projects. Like this movie :)
Made a test from Bassam’s tutorial on using cycles and internal together. The result is not terrible, but not perfect. Used another model cause cycles crashes during render (too many objects) and doesn’t work with multiple UV layers like internal does. Cycles is good to use but it has a lot of limits so far. Not suitable for animation yet – too slow and crashes often. Maybe for statics and interiors. Difficult to work with lights – it seems only be possible to change intensity. Internal also has problems with SSS : for instance, no shadows in ShadowPass. Anyway we won’t use cycles for characters yet, maybe for environments. Now to make some more tests! I’m looking forward for further developments in cycles.
Note from Bassam: If this is Dimetrii’s ‘not perfect’ result, I think his perfect one would give me a heart attack brilliant as usual.
The Blender Foundation have announced a new training DVD on the new camera tracking module by the King of tracking: Sebastian König (pun intended ;-). From the Blender e-shop: This DVD will help you to get started with this powerful … Continue reading →
By Vanilla Seed. jf sarazin writes: We are happy to share with you our latest very short film,fully done with Blender and Vray. Vanilla Seed is a six years old french Studio. We are using Blender...
Here are the tips and rules I set for my storyboard workflow on the Mango project. For the past project Sintel, I decided to make it on traditionnal ( each frame drawed on paper ), but as the tools get betters 3 years after, I decided to go with digital storyboarding for this new project. I used Krita 2.4 ( last version, compiled from fresh sources ) as my main tool. Krita’s features presented here are really recent for some and were done on purpose to boost this workflow. But lets starts for now with the spec I use :
1. Image Resolution, size, format and compression:
I decided to use this 2432×1024 weird format a bit arbitrary to keep the frame compatible with Mypaint ( who round each picture at saving to 64px , a known bug rooted in Mypaint engine ). Of course this size is a little ‘ off ‘ compare to the 2.39:1 ratio cinema standard, but for a storyboard it’s ok. PNG file format is used for the easy compatibility with other systems ; I want the team to be able to use the frame with any picture viewer and openraster ( *.ora , multilayer opensource file format ) still don’t allow it yet. The choice of having a large size over 2000px was lead to can reuse the brush preset I’ve done ; mostly are designed to render good strokes on the scaling of a A4 300 ppi ( 2480 x 3508 px ) , at around 35% zoom out of the viewport from the real pixel size.
2. Background and style
I start often on a bright grey background ( select the grey tones on a palette, then ‘X’ on keyboard to switcfh the foreground color with background color , then ‘Backspace’ to fill the background with the background color. ).
For the style, I draw greyscale silhouettes; with minimalistic outliner in a first draf step. Silhouettes are great to focus on the composition, and I generaly use the following code : Darker shape are in front of the camera, lighter grey are back. Black and White zone with contrast attract the eyes , I use it to underline the focus point of the picture.
If the shot get validated I can work it a bit more and render some details on the top. But this step is only usefull when a shot also need to preview concept art in a precise situation of a shot.
This is already on the previsualisation , than really storyboarding. But because it produce nice looking picture and makes the story able to be read as a comics , I like to render my frame like that. I hope I will get time to make the definitive version like this.
3. Krita ‘save incremental’ workflow ( or the magic F2 key )
Krita can work fast on storyboard, if you name your first file with this sort of pattern : xxxx_001.png
Then you can use ‘backspace’ to erase the whole picture ( I work flat on this little pictures ) , draw another frame , then press ‘F2′ on keyboard as a shortcut for File > Save incremental version.
Your files will be saved like this : xxxx_001.png xxxx_002.png xxxx_003.png etc…
So , it’s easy to be fast to draw a scene in a linear way , just frames after frames. If you have a picture viewer open in parallel who read the sequence according to filenaming ( I use Gwenview who does excellent dynamic fading transition between frame on the fly, part of every KDE distributions , here I use Linux Mint KDE 12 ).
4. Inserting new frames before or after
You can take advantage of working with the filenaming as a ‘timeline’ if you want to insert a frame before or after another one.
For exemple , in the list xxxx_001.png , xxxx_002.png , xxxx_003.png , it’s easy to add a frame before and after 002 like this : xxxx_001.png > xxxx_001b.png xxxx_002.png > xxxx_002b.png xxxx_003.png
Working with extra letters ( + a~z ) offer 26 more ‘slot’ before and after a frame.
5. Modifying a frame , using an existing frame
From your file browser ( mine is Dolphin , the file browser in KDE ) you can drag and drop the file over Krita (1) ; a nice menu will appear (2) and propose you to “replace the current document” ( ideal to re-work a frame without closing Krita ) , or “Insert as layer” ( this is cool if you want to insert an element from the previous frame , it happens a lot of time ).
6. Cleaning
Of course , a series of filename like 001, 001b, 002, 002b, 002c, 003 … etc… might not be clean for the final file sharing. I use the rename utiliy in the Gthumb picture viewer ( select thumbnails in diapo mode, then hit ‘F2′ ). This renamer dialog is able to patternize and rename all the files in a cleaner way. So don’t be affraid to work a bit messy ; if your file order by filename is OK , then you can always clean it at the end. Optionnaly , you can also batch rename in Dolphin ( the default filebrowser of Kde ) directly with F2 or with a right click and ‘rename’ label , the pattern options are mutch more basics, but it does also the job for a simple batch renaming.
When all the *.png frames are ready , you can insert them with Libre Office Draw in page and write subtitles or annotations and draw vector arrow above. Libre Office Draw is fine to work in multipage document, then print it or do a Pdf out of it. Ian did it for a dossier last Friday.
For animatic storyboard, Png frames are easy to embed into the time line of a video editor ; Blender VSE or Kdenlive. But we are still not at this step of the process to talk about it more.
Conclusion
Thats all, I hope this informations will help you to improve your “digital storyboard workflow” when you will need it. Now I have to go back and draw more of concept art.
Today : Robots again ! I will try to answer any comments related to questions about this process.
- Note : Thanks to the Krita team, and particularly Boudewijn Rempt, Dmitry Kazakov and Sven Langkamp for the fix, helps and new features for Mango. - Note 2: Krita team is looking for coder(s) to fix OpenEXR support in 2.4. It will be a needed tool for Mango artist.
Article license infos :
CC-By Blender Foundation : www.blender.org :: artwork : David Revoy
Daniel Kreuter demonstrates the different force field options in Blender’s particle system. Daniel writes: Hey! Sorry for making you wait so long for the next tutorial but it was quiet hard to collect the information about it. So I hope … Continue reading →
Bmesh, Bmesh, BMesh. Oh, and some other projects :) Ton Roosendaal writes: Hi all, Here’s a summary of today’s topics: 1) Current projects and next release Bmesh has been migrated! About 75 issues were reported for it last week, 40 … Continue reading →
Ok, folks, guess what I have for you? That’s right – the demo snapshot! It’s just few days left before the project will be to be kicked to the new phase, so it’s good time to publish things like that. ^__^
But that’s not all! This week Nikolay finally got his Cintiq tablet arrived and he already did some cool concept drafts. He is absolutely bizarre about contributing new keyframes and I can’t wait to see them!
Morevna Draft
Ivan Draft
Morevna's Katana Sleeve
And that’s not all again. To demonstrate our approach for backgrounds Nikolay made a quick wallpaper with “realistic” version of Morevna. We hope that you’ll like it.
So you are a cycle fan ? You have an old computer and graphic card, and want to upgrade your hardware to something good enough for running the new cycle rendering engine ? Here is an interesting article for you. It all started with a cool model and shared .blend file by Mike Pan. People [...]
By c.j_235 and CJ. c.j_235 writes: Hey guys, that is the last render made by my friend CJ. We made a blog with the challenge “Make 130 renders in an year”! Yes, we’ll make that! This render is the second … Continue reading →
Paul Caggegi interviews Jonathan Williamson from Blender Cookie. Paul Caggegi writes: Jonathan Williamson joins me for this episode of the Process Diary for an information-packed interview, and...
For nearly the first time in 2 years, I've been sick over the past few days with a sore throat, nasty cough, and recently snot-filled nose. Be aware that it'll be a few days at least before I get around to replying to any emails or bug reports, on top of my growing todo list of (small) deadlines in the coming days.
Welcome, I’m your Oracle. What would you like to know?
Those promising first lines announce what is to come. A virtual avatar who will walk you through a journey of knowledge and discovery.
This was our first take, a prototype if you will, in creating ways to communicate global data on the ocean possible futures and the scientific models underneath the predictions. As part of the NF-UBC Nereus Program.
“We use a 3D gaming engine as an interface for the scientific models in order to present a science-based view of how the oceans once looked, how they look now, and how they may look in the future depending on our actions.” V. Christensen
This interactive presentation is part of a few years of research and some trial and error on better ways to communicate our science. We realized that a very powerful way of communicating quantitative differences in scenarios was through a split screen and a continuous camera. The principle is based on having a constant baseline we can compare the simulated future scenario against.
For this installation we have a single yes/no question (“do you want to limit fishing for top predators?”) and thus two possible outcomes. We see this as an open end framework we can feed with new questions and visualizations according to the topics of the time. At some point we can use the globe to explore the geographic aspects of the issues as well.
Or we may change everything and start from scratch. It’s really hard to tell at this point, but so far the response has been quite positive.
A screen capture of the whole interaction can be seen on youtube:
What is going on under the hood
Blender – an open source 3d tool – was used to produce all the graphic elements of this application. The application is built on top of the Blender Game Engine – a 3d game engine that is part of Blender. All the models and animations were made in Blender and the same goes for the videos.
Animations
Oscar Baechler, an artist from Seattle, joined us for two weeks to work in the oracle. His role was character concept, modelling, texturing, rigging and animation. It was quite a relief to have him on the team while I could focus on the programming, the rest of the artwork, videos …
The animation workflow was built on top of Papagayo. This is a standalone software that helps converting recorded dialogs into animated shapes over time. It works quite well for lip-sync. The original add-on for Blender was designed to control shape keys. This was a bit overkill and doesn’t work in the game engine. Thus for this project I had to change it to apply the transformations straight to hardcoded bone channels. Part of the patch was already committed back to Blender. Soon Oscar and I will create documentation for this workflow and share a sample character ready to use.
For cut scenes in the game engine I controlled the playback of the animations (for the camera and the oracle) through an Action Actuator in the Property Mode. The property used (frame) was updated with the current position of the dialog being played. The audio can be played using the python module audaspace or with a sound actuator. The key here is to use the current time of the audio multiplied by the animation frame rate: object["frame"] = time * 30.0
Look at me
In order to have the oracle looking at the camera, she has a neck bone, set in a Damped Track. For every animation we set a different influence factor according to how much we want she to look straight to us. This is/was not currently supported in the game engine and the same goes for controlling the influence of the constraint. Despite all the rush we could afford to allocate some time for development. After a few copy and pastes I expanded the Armature Actuator to support Set Influence and the Damped Track. The patch with a test build is waiting for peer review here.
Click on the image to see the complete Logic Brick setup of the oracle.
Videos
The videos have a clever setup. The three scenarios (present/future yes/future no) are in fact one single file. I’m using python to switch the current scenario through a simple button in the interface (we got to love Blender Python capabilities). By doing so, the multiple particle systems (i.e. reef and small fish) have their population changed accordingly to the scientific data feeding the visuals. Also the camera border is set (so we render only what we need) and the colour of the water and other post processing settings (i.e. composite nodes) change as well. For the big fish and the turtle we are simply hiding the ones we don’t need for the current scenario.
This almost works out of the box. We had, however, to patch Blender to force the particle system to render exactly what you see in the screen (usually a small amount of the particles to avoid overloading the graphic card during the pre-render work). We could simply have different particle systems with different population numbers. The problem is that once you change one single particle all the arrange turns out different. So what we needed was simply to hide more or less of one specific arrange of a particle system.
We have been using this patch for quite some time now, but I’m yet to work with Janne Karhu (Blender particle developer) to push this into trunk.
Future Yes: more big fish, less small fish, turbidity 1.0
Future No: less big fish, more small fish, turbidity 0.2
If you want to see the videos individually, please visit:
I was to post a video on CBC Canada covering the event and airing a good part of the oracle presentation. However the video is no longer available. I wrote to the news network to see if I can get hold of it to re-share here. In the mean time I gathered some links
Here’s a question I’ve been wrestling with this week: is the recent surge in crowdfunded projects a good thing for the Blender community or not? I love the concept of crowdfunding, and it works amazingly well for the Blender Institute’s … Continue reading →
A technical test, using 4k footage from real Amsterdam, tracked, integrated with some cg elements, all rendered in Cycles.
Of course being a test, we focused on some aspects and moved quickly on to others, so the modeling is a real simple kit-bashing, but still, kits are incredibly useful and a lot can be done with a small number of beam/girder/truss modules.
These use materials similar to the greeble objects in an earlier post, but even simpler: no AO bake, just an image with various B/W gradients, then each piece is UV mapped on one of those to set rusty/shiny parts, then tileable textures using a cube map projection.
The matching part (materials and light) is always interesting: ok, it is unforgiving, and spotting differences in extended objects (stone, brick) is very easy, but on the upside the ‘real’ objects in the footage make an amazing reference that really helps to improve the realism. Simply .. you don’t need to think that much or look for references, you pick something that doesn’t match and improve it :)
[[Show as slideshow]]
The shot was tracked and reconstructed by Sebastian, who also set up layers and masks for rendering in BI, then I did the modelling and to render in Cycles we had to rethink it without masking layers, so we tried a few setups and eventually found a working one with the help of Kjartan.
The main question was managing the reconstructed parts (..the real objects that need to cast and receive shadows and AO from cg objects) the final workflow for the project will be likely very different, but for a start it wasn’t too scary :)
It will be a lot easier to do this kind of compositing when we get shadow and AO-pass, as well as mask-layers.
Once we have managed rendering this, we’ll post the finished tracked sequence. Will be interesting to see how that looks like! Will there be jitter? Will there be sliding? Fireflies?
In a few days we’ll know more!
Another concept idea done yesterday we will probably not use, scripts changes are going better and better.
Thanks for the comments on previous drawings :)
In this tutorial on compositing and camera tracking in Blender, Greg Zaal of Blender Nerd will take you through the complete process of placing digital, 3D assets into existing footage. This tutorial series will be making use of Blender’s modeling tools, texturing and rendering in Cycles and even using the new Camera Tracker to match the camera movement for a believable VFX integration.
What you’ll learn
In the final part of this series you will learn how to cover up the markers in the footage that were placed as tracking points so that we could track the footage properly, resulting in a clean 3D composite.
By julioras julioras writes: hey guys alright,this is my last project I am very happy with the resul do cycles,I hope you like it too… Blender 2.62+Cycles. I used evironment texture HDRI as lighting,she’s a bit dark because it is … Continue reading →
Christian Ochsner shares some insight into three file formats: OBJ, Collada and Alembic. Christian writes: I thought it might be helpful to some people to laern something about the new Alembic file-format and how it differs from OBJ and … Continue reading →
Paweł Kowal has created a patch for a ‘UV Offset Modifier’. He ‘s looking support to get his code into the Blender ‘trunk’ (and has created an absolutely wonderful presentation!). Paweł writes: I’m working on UV Offset modifier for Blender. … Continue reading →
Hjalti Hjalmarsson is an animator working in Iceland. The studio he works for – Midstraeti - adopted Blender as their main 3D tool a few years ago, and never looked back.
We talk extensively about the industry in general, using Blender, reminisce on some ads we worked on together, and chat a bit about his experience with Animation Mentor.
Last year, he was the Winner of 11 second club March which garnered the attention of Animation Mentor. His work has evolved into a highly nuanced style, as seen from his most recent work on his Vimeo Page which I recommend you check out.
You can follow Hjalti on twitter: @hjalti while he works on getting his official website up and running.
Colin Levy shows a breakdown of his logo animation and shares the trailer of ‘The Secret Number’. Colin writes: Wanted to post a different sort of VFX breakdown which shows a bit more *process*. Over a year ago I spent … Continue reading →
Yes I did, I modeled a teapot. Aren’t you impressed? No? Really, but it’s a teapot! LOL, I know, big deal, would you be impressed if I did it in cycles? Still no, huh, you all are hard to impress. Actually I find it beyond funny. In 11+ years of modeling, I have never once [...]
I have been updating some parts of MiikaHweb in the past few days.
First of all: after gathering dust for nearly five years, the Mobile section is finally up to date again.
Basically it's a listing of mobile apps I have found useful. New section features all popular mobile platforms: Android, iOS, Symbian and Windows Phone, although Android is the main platform as I'm using it myself.
I also did some small improvements on Blender SVN statistics pages. I suppose most useful tweak are new Blender Tracker links on Commit Log pages. Now you can view the related bug report/patch simply by clicking the hash number on commit message (if any).
I have been updating some parts of MiikaHweb in the past few days.
First of all: after gathering dust for nearly five years, the Mobile section is finally up to date again.
Basically it's a listing of mobile apps I have found useful. New section features all popular mobile platforms: Android, iOS, Symbian and Windows Phone, although Android is the main platform as I'm using it myself.
I also did some small improvements on Blender SVN statistics pages. I suppose most useful tweak is the new Blender Tracker link system on SVN Log pages. Now you can view the related bug report/patch simply by clicking the hash number on commit message (if any).
Jonathan Lax and Ben Simonds show you the magic behind their short ‘Assembly: Life in Macrospace’. Ben Simonds writes: We recently put together some breakdowns, showing how we did a few...
So, ahem, six months went by without any updates here at the blog... Sorry about that :) Anyway, there will be new content soon, starting with a new review. Have you seen the new Training DVD the Blender Foundation has put up in pre-sale? ;) Meanwhile, some inspiration: what an AWESOME render over at BlenderArtists.
Using Blender on OSX can be awkward as OSX tends to use the function keys for other functions such as screen brightness, exposé and iTunes control. You can change this behavior in the system settings, but going back and forth … Continue reading →
Blenderheads in Nuremberg, Germany, are meeting this friday afternoon. Gottfried Hofmann writes: Hello Blender community, the Nuremberg Blender User Group (NuremBUG) is meeting for the 5th time now!...
Focused critique is the segment where I review artworks, and suggest ways they could be improved. It is aimed at helping serious artists who want to improve their skills by discovering the weak points in their artwork.
All the artworks are submitted with consent by the original artist.
Watch the Episode
This will be the last episode of Focus Critique. I’ve decided to put the series to rest as I’ve found the general idea to be overly negative and also fairly repetitive. Much of what I say in each episode was previously stated in the episode before it. So if you want more tips on improving your artwork, there is around 10 hours of episodes that you can still watch
Thank you to everyone that has stuck through the series. I hope it’s been helpful!
Influential Tech website Tom’s Hardware votes Blender the most useful free Windows tool (and use a WAY outdated screenshot ;-) Francesco Missarino writes: Italy’s version of Tom’s Hardware website just published a review titled “Fortytwo useful and free Windows applications”. … Continue reading →
Three great rigs by VMComix (CC Licensed). VMComix writes: Contains 3 characters, including my old Porl character (but refined a tad bit and dressed). If you want to add your own clothing, just delete all the clothing parts, select the … Continue reading →
This is for new Blender users: did you know you can easily change (and store) the Blender color set? Sazid Al Rashid writes: Hello Blender folks. Today I am going to show you how to change the theme of your … Continue reading →
It was too hard to finish the storyboard the day before yesterday as we promised: we were fixing the script and the concept-arts while too many new ideas were incoming. But as our pre-production period allow us still around 10 days remaining we decided to take time and enhance all what we can. It’s amazing to work with Ian and we have a very high creative period in Amsterdam now.
Also, this is a perfect time to blog-post older concept-arts. This are ideas we will probably never use; but this not mean they are ‘dead’ concept; if you look for free CC-By concept-art, feel free to give them a try for your own 3D models. I would be happy to see them have a 3D life.
They were mostly all painted into Krita 2.4 beta, and I really wanted to thanks here the Krita team for the effort/support I could received since I started working on this project. I will probably blog post later a tutorial to show you the features I like in Krita. There is also artworks where the base drawing were done using Mypaint straight-line branch (read this forum topic to know how more about this branch).
Today meeting with Joris Kerbosch (Director of Photography) and Ian. We went extensively over the script (“Ian, what’s this film about, for real?”), and already discussed plenty of practical filming issues – Joris brings in so much experience! Joris also had his wishlist of important people to add to his crew. On the top of his list: the Focus Puller!
Me: “So… eh, focal pulling can’t be done by some local monkey?”
Ok… now I’ve learned that there’s much less good focus pullers than decent DP’s around. He’ll not only “keep things in focus” but will be operating the camera itself in general; with Joris also running around to work with gaffers (light) and grips (cranes, dollies). Assuming we can find all of these… luckily there’s Rob Tuytel – our Film Academy connection!
Joris and Ian will be meeting next week again to visit some locations in town. I can only give Joris final answers on crews in 2 weeks… when we know a bit more about final budgets.
Martín Eschoyez’ latest Vacuii Space video. Martín writes: I’ve just uploaded a new short, and the blend packs for all who wanted to learn or remix and play with them ;) Have a nice life, and thanks for all the … Continue reading →
A 16-hour workshop on Interactive creation with BGE in Madrid, Spain, starts next weekend. carlos padial writes: Estereotips and VJSpain proudly presents a Introduction to interactive environment creation workshop with Blender Game Engine. The course will be conducted by Carlos … Continue reading →
Online trainers 3D Buzz have announced a 6-week Blender training. To kick it off, they offer a free webinar for new Blender users on February 23rd. 3D Buzz writes: 3D Buzz is pleased to announce a new upcoming 6-week live … Continue reading →
Hey look, HP built themselves an iMac clone! (And for some unfathomable reason, focus half of their movie on the boring insides of the machine). Anyway, a nice Sintel sighting by Johnell and Fabrix.
Written tutorials are making a strong comeback these days. Here’s an excellent one on creating a beautiful still live by CG Tuts+. Karan Shah writes: Today, we’ll have a brief introduction to Blender’s new rendering engine – Cycles. This tutorial … Continue reading →
The topic of the upcoming BlenderArt issue is ‘Cool Tools’. Sandra Gilbert writes: It’s time again to start thinking about articles, tutorials and images for Issue # 37 of Blenderart Magazine. The theme for this issue is “Cool Tools” The … Continue reading →
You can see this dome movie for yourself on 26 and 27 of february. Tiziana Loni writes: The full dome short movie “NANOPLANET, an expedition to the cell”, is being projected in the Biomolecular Discovery Dome at the Biophysical Society 56th … Continue reading →
In the modern day world, search engines are beginning to play an increasingly important role in our lives as they often determine what we get around to seeing, but more importantly, what we don't get to see.
Eli Pariser discusses this issue in the TED Talk video below:
In a few minutes to the day, one year has passed since the devastating 6.3 February 22 earthquake struck Christchurch at 12:51pm, forever changing the face of this city.
Everyone has a story of where they were when the quake struck; what they were doing, who they were with, what happened. Through the media, we've heard countless stories of those who were trapped, injured, or died as a result of those moments of violent shaking.
Blender Cookie takes us on a tour of the new features of Blender 2.62. Jonathan Williamson writes: This video tour showcases many of the new features included with Blender 2.62 to help get you up to speed with the new … Continue reading →
graphicall: builders: did you know you can bookmark your build edit link?
Just add "/edit" to the end of your build URL; e.g.: graphicall/111/edit #b3d
So we decided that, unlike Sintel, we’re not going to wait to post blog updates until we have things like, “Good Reasons”- we’re gonna post whatever, just to keep you guys in the loop, and show you what’s really going on. We’re not going to be nearly as worried about secrecy (that said, we’re also probably not going to bend over backwards showing you everything :P).
This is good news for me, because otherwise the concept of frequent blog post ‘presentations’ to the blender community would be totally exhausting/intimidating!
Not that we’d be short on content for today! Holy cow. I had no idea when I woke up that we’d be storyboarding the entire film! Which means I get to work with David to plan out every single shot of this thing. That’s a lot of shots, and a lot of decisions! We’re currently at shot 53- but I suspect we’re only halfway there. David estimates we’ll be up till midnight. I estimate that means it’s time to grab burgers. Of course, a lot of the stuff we’re doing today will change once we solidify designs, talk with Joris (the D.P. (The Director of Photography (the guy who actually makes the shots))), and figure out how we’re actually going to pull off a lot of the more confusing compositions.
It’s also really great to be able to storyboard with the same guy who would otherwise be doing a lot of the concepts, as the processes can really go hand-in-hand. We’ll know exactly which designs we need to refine, and what we can keep rough.
Anyways, here is a video with absolutely no narrative curve! I’m gonna eat a burger!
Adjust lengths to an absolute length or scale them relatively, scale from the head or the tail, or anything in between!
Warning, works best on bones without children, hierarchy aware transforms coming… sometime… soon… -ish.
Seems that was easier than I thought. Another warning, however, if you scale a complex hierarchy away from the tail (Bias = 0.0) things do get a bit unpredictable, unfortunately that is just the nature of the beast and nothing will fix that.
I’ve been extremely sick the past few months, but Campbell Barton came to the rescue! Thanks to him and several others (whose names I need to find and verify so I can attribute them too), bmesh is scheduled for 2.63. I’m unspeakably grateful. Bmesh has been a long journey, that involved three complete rewrites of [...]
This video tour showcases many of the new features included with Blender 2.62 to help get you up to speed with the new version as quickly as possible. Several of the most notable features include additions to Cycles, Motion Tracking and UV Unwrapping! You can see details on each of these below (and in the above video). Along with these features there were also over 200 bug fixes and numerous smaller features throughout.
Cycles
The Cycles render engine has a few major additions including render layers, render passes, multi-GPU rendering, better environment sampling, border rendering and more.
Blender’s UV Unwrapping tools have always been pretty good but now they’re even better! Several new tools have been integrated that were developed during the 2011 Google Summer of Code. This includes a full automatic stitching tool, UV sculpting, auto-seam generation by UV islands and more.
Complete Feature List
Fore a complete list of new features and bug fixes be sure to check out the Release Notes
It’s time again to start thinking about articles, tutorials and images for Issue # 37 of Blenderart Magazine. The theme for this issue is “Cool Tools” The last several releases of Blender have seen a drool worthy number of new tools and features. So this issue we are going to take a look at some [...]
It’s time again to start thinking about articles, tutorials and images for Issue # 37 of Blenderart Magazine.
The theme for this issue is “Cool Tools”
The last several releases of Blender have seen a drool worthy number of new tools and features. So this issue we are going to take a look at some of these fun new features. In addition, as a fun play on words, we are also accepting projects that focus on real world tools, which can include everything from the common hammer to specialty tools or new concepts for tools.
Looking for tutorials or “making of” articles on:
Use of any feature or tool in blender (stable or test builds)
Useful Add-ons
Modeling or animation of Real world tools
*warning: lack of submissions could result in an entire issue of fuzzy bunnies, puffy hearts and a galley filled with images of hammers…. …… goes off to google reference images of hammers …. just in case.
Articles
Send in your articles to sandra
Subject: “Article submission Issue # 37 [your article name]“
Gallery Images
As usual you can also submit your best renders based on the theme of the issue. The theme of this issue is “Cool Tools”. Please note if the entry does not match with the theme it will not be published.
Send in your entries for gallery to gaurav
Subject: “Gallery submission Issue # 37″
Note: Image size should be of 1024x (width) at max.
Pre-sale of Nathan Vegdahl’s new rigging training DVD has started. Nathan writes: I’ve been working really hard over the last few months to put together a training DVD for rigging in Blender. It’s part of the Blender Open Movie Workshop … Continue reading →
My first day working in the institute is finished! This morning I finished polishing up the next draft of the script. I’d been chewing on the first version for a while, and realized it suffered from being spread a bit too thin, and dramatically detached (non of the stakes directly affected the main characters). It seems like the best changes are always obvious in retrospect (‘does the protagonist have a ‘motivation’?') I consolidated the scenes to take place in only two locations, and brought the antagonist into the same scene as the protagonists, and the story is now a lot stronger!
That said, while the variety of visuals in the film have been pared down a bit, the improved quality/impact of the ones remaining should make up for it. Barring an awesome modelling sprint, our real superpower is development/quality- not modelling on a massive scale. I think it will demonstrate Blender’s abilities a lot better if we have a few great showcase locations, as opposed to trying to model everything under the sun. I can say now, we’ll definitely be doing a lot of digital set extensions and augmentation, requiring lots of motion tracking, keying, rotoing, and destruction simulation!
What’s exciting to me is that we’re not just going to be putting cool CG augmentations into Amsterdam, but that we’re going to be putting them into the coolest parts of Amsterdam. We’ve been scouting old churches and other places filled floor to ceiling with great textures and lighting, so that when we add in our details on top of it, every frame will be rich. When you’re shooting as high res as we’re going to be, you don’t want to spend a few million pixels of screen real estate on a bland T-shirt!
I just wrapped up a meeting with Ton, where we went in depth through the entire script, and I’m also getting some very good comments from the team, so with any luck we’ll have a locked script in a day or two!
Until then, here’s a cool frame from the storyboard David drew, showing an early concept for one of the opening shots. Working with David has been amazing. His hands have to work so fast to keep up with his imagination! He didn’t sleep at all last night because he was busy drawing 26 amazing panels like the one you see below- then he spent all day doing more concept art! He’s finally sleeping. It’s so incredible to be able to work with such a talented artist.
The first two members of the Mango team (Ian and David) have arrived in Amsterdam, and immediately started on the movie’s storyboard. Ton Roosendaal writes: David (arrived saturday!) surprised us this morning with a complete storyboard of the first three … Continue reading →
David (arrived saturday!) surprised us this morning with a complete storyboard of the first three scenes. It’s A_M_A_Z_I_N_G! Here you see Ian and David going over the shots. It’s so much fun :)
The script in its core (premise) is still the same, but it has been condensed to be more centered on events in future Amsterdam; removing the scene in space with a battle fleet. More you won’t hear from me now :) This week David and Ian get full freedom – just make it awesome! Next week we’ll get real and will start planning.
An awesome free rig by Draguu! Draguu writes: Hello guys, here is my 2nd free rig “grrrr” and few tests… hope you like it … you can grab it from here. Videos
Recently I had a pair of Lego Minifigures loaned to me. Naturally, this was a perfect excuse to play with my camera (though it'd have been better if I'd gotten around to doing this earlier, instead of just before returning them) ;)
My friend and partner in crime at Gecko Animation, Jonathan Lax, recently put together some breakdowns of the shots we did for our short film Assembly: Life in Macrospace, which won Best Designed short film at the suzanne awards last year. Have a watch if you’re interested in how it was made. All of the [...]
Is Monkey Island becoming a recurring theme in the Blender community? Only two weeks ago we posted a picture of a Guybrush model. Now it’s time for his archenemy, the undead captain LeChuck. MESCH973 doesn’t offer too much comment about this … Continue reading →
BMesh is being integrated while you read this! Ton Roosendaal writes: Hi all, Here’s the summary of today’s meeting! 1) Blender 2.62 release Windows binary: there’s a build issue, the new OpenAL lib makes 3D sound fail. Remedy: rebuild the release … Continue reading →
After two weeks of trying, searching and discussions the keyframer artist is finally chosen. This will be Nikolay Mamashev – he is ready to redraw all keyframes of Morevna Project Demo in two months. Decision is final and won’t be changed. Congratulations! ^_^
Personally I’m glad about this choice, because I know Nikolay as very responsible and dedicated person (we have worked together on some commercial projects). He have great skills in drawing as well as in vectorization and animation – which means he knows all the guts. Another good thing is that he is living in the nearby town and we will be able to work in direct contact, not purely online only. Finally, he is also a big fan of anime and have a strong faith in Morevna’s future. We are still waiting for his Cintiq tablet to arrive and after that he will be ready to start the work.
Also, we will need a support from the community to pay for his work. I’m going to start fundraising campaign next week and I really hope it will success. All preparations will definitely take some time. See you next week!
(r)Evolution of Morevna. Artwork by Nikolay Mamashev.
Erik Castillo is working on the 3D soldier model. And he did the first renders using the Freestyle rendering engine.
That made me seriously think about migrating to Freestyle-enabled Blender builds. The Blender 2.62 is out few days ago and we already tested our repositories for compatibility. The tests show almost no issues – much respect to Blender devs. But there’s no Freestyle-enabled builds for 2.62 yet. So most probably for now we will go to Freestyle enabled 2.61…
OK, folks, are you ready? We are happy to announce that we are changing our politic for repository access.
As you might know, current production sources are stored in two repositories – ‘lib’ and ‘demo’. The ‘demo’ repository was available to everyone without any restrictions, but access to the ‘lib’ repository was limited (for contributors only). Needless to say that it was impossible to work with sources or build valid snapshot without having access to the ‘lib’ repository.
From now on our repositories go public. Yes, that’s right. You can download, share, modify, reuse them, build production snapshots – everything under the terms of Creative Commons Attribution 3.0 Unported License.
Dissolve a logo (or any other object, I guess) with this tutorial by BlenderDiplom. Gottfried Hofmann writes: Blender 2.62 is out, and it contains something very special – the remesh modifier! With that little helper, dissolving text in Blender requires … Continue reading →
Just a little test of motion tracking. I used the sake set from my tutorial, but didn’t texture it. This is just a test, so not really intended as a final product. I was mostly interested in getting the tracking correct. This is largely based on Sabastian Koeng’s tutorial on compositing that can be found [...]
Despite my previous rant on GTK, I still need to finish up some work with this toolkit. For example, today we'll briefly discuss yet another example of the bugginess of this toolkit: random deadlocks and "crash by assertions".
I am proud to announce new version of “Remake” – unified build system for animation projects. “Remake” is an utility that automatically tracks changes in the project files and renders them.
This release delivers a number of major improvements and bugfixes. See full list of changes below.
It is now possible to install “Remake” into “/usr/local” or any other system prefix. Use “./install-remake PREFIX” command for that. Uninstalling is also possible with “./uninstall-remake PREFIX”. DEB/RPM packages are also available for download.
Special command to create new remake projects – “remake-manager create PROJECTNAME”. This command checks that all required software is installed, creates PROJECTNAME dir, copies default project template, automatically detects installed blender version and writes necessary configuration.
Desktop integration for Gnome users – if you have nautilus-actions installed, then you can call “Remake” commands by right-clicking files in Nautilus.
Support for Blender >= 2.62.
If some software is missing then provide informative messages including hints on installation, configuration and links to download sources.
Check if installed Blender version have FFMpeg support.
New option in remake.conf – “BLENDER_VERSION”. Allows to set Blender version required to work with the project. If installed version of Blender is different, then throw error message.
New option in remake.conf – “AUDIO_RATE”. Specifies default audio rate for the project audio files.
Improve quality of samplerate conversion for mp3 files.
New mode – “pack”. Packs file into zip archive together with all dependent files. Usage: “remake FILE pack”. Packed files are written into “packs/” subdirectory in your project root.
Jonathan Williamson joins me for this episode of the Process Diary for an information-packed interview, and exclusively announces a new workshop coming soon to Blender Cookie!
“What is Blender Cookie” I hear you ask? It is the Blender arm of cgcookie.com - a website launched by Wes Bourke in 2008 to cater to the growing number of people who are getting into CG, be it as a hobby or professionally.
Jonathan got started with Blender by getting interested in other free software, then jumped onboard CGCookie when going to college. He is a professional tutor who not only creates much of the material for Blender Cookie, he also tutors one-on-one. He is also 10 years younger than me. Ima gone cry now.
If you’re after a good briefing in Blender, or want something really specific, chances are you are going to find a tutorial on the subject at blender cookie! If that wasn’t enough, Jonathan is announcing a new workshop which will be (hopefully) happening some time in April this year.
CGCookie is also a professional working studio which produces stunning content as well as tutorial material for their myriad of sites.
One of their more recent additions is Concept Cookie- all about (you guessed it) concept art. it not only covers photoshop, but has many GIMP tutorials as well!
NEWSFLASH: Have you seen that new menu item? yes, it’s the Process Diary eStore! Ok, so there’s just three items right now, but one of them is Humm as a downloadable eBook. I’ve tested everything I could think of, but if anyone finds any glitches, please let me know! I strongly suggest you sign up as a customer. You get a customer login page, and it’s easier to track your downloads. Currently, if you skip it and go straight to PayPal, you might miss the tiny link to download the file, and you won’t get another shot. I’m still working this out, so in the meantime, sign up! Not to worry: all I really need is a name and an email, and no information shall be divulged.
I am very pleased to release the official trailer for the prequel novella to the movie Project London. I'd also like to announce that you can now get your copy of Project Manhattan not only through our store, but also via the iTunes Bookstore and the Barnes & Noble, Nook Bookstore!
We had a lot of fun making the trailer and we hope you enjoy it. Wesley Slover, Project London Soundtrack Composer contributed the track, London Undergroundfrom the movie. It's really cool to hear it in this trailer.
Just a quick post! today Ian arrived safely from Seattle. I have installed him in his (awesome!) apartment now , where he probably collapsed in bed to recover from jetlag. Tomorrow evening David Revoy arrives, and then we have two weeks to get story and storyboards final :-)
By chrisbono. crisbono writes: Hi all, as promised, here I am back with another work not very recent, but interesting Entirely in Blender, render Cycles 1600 samples, writing created in Gimp. I hope you will like it. Links BlenderArtists Thread … Continue reading →
So I got a bee in my bonnet today and decided it would be nice if I joined Goodreads and added all the books I have read since I got my kindle. Color me an idiot, I got signed up, started adding books and then realized that I was going to be at this for [...]
It’s common during a production to have your own copy of blender in your repository. It can be a stable blender that your production relies on, a snapshot from the current svn or, also common, a patched Blender prepared specially for your project.
In projects using the Blender Game Engine this is even more crucial. The blenderplayer should be kept as part of the deployment process of your project.
I recently started to love and hate the use of svn:externals with svn exports. This is a handy (and sloooooow) setup that allows you to create a release folder with files gathered from all over your svn production repository. So you can work as you would in your production folders, and when you want to send a snapshot for a client you simply do a svn export from the ‘release folder’ (a folder smartly arranged to have only the production files you need (kept in sync from the production folder) and even some extra files that are to be used only for release (e.g. icons, readme.txt, runme.bat, …).
The problem I just ran into is that not all blender files are automatically added to your svn repository. As tricky as it sound, some files (i.e. the .so files from the 2.62/python/lib/python3.2/lib-dynload folder) are not added automatically when you do svn add (either from a command-line or from svntortoise). This concerns Linux and Mac users.
After a lot of head banging and the incredible help of `diff -u ‘working copy’ ‘broken copy’ I found out that those missing files are ignored by default, and this is part of the svn design:
An interview with filmmaker Colin Levy, Pixar Animation Studios. Update: Original English version added. Ricardo Pereira Dias writes: I have always followed the work of Colin, since he was Director of the acclaimed Sintel. But when I tried to contact him … Continue reading →
Learn how to render images like Google Sketchup in this tutorial by KatsBits.com. KatsBits writes: It looks more complicated than it is to render a Scene or set of Objects in Blender so the resulting...
Behold, the Blender Foundation and online dev community has released Blender 2.62!
For more info, check out the official release page at
http://www.blender.org/development/release-logs/blender-262
Thank you so much! Way to go! ;)
-Reyn
I will be the first to admit I have been rather reluctant to jump into nodes, both material nodes and compositing. They have been around for some time and I am just now starting to dip my little tootsies into the admittedly confusing arena of nodes. And there is the whole problem, they are rather [...]
Dissolving text in Blender has always been a lot of work, but not anymore! Blender 2.62 got a great new addition - the Remesh modifier! It's power combined with a particle system make this awesome effect.
The Blender Foundation has released Blender 2.62! From the announcement: The Blender Foundation and online developer community is proud to present Blender 2.62. The 2.6x series is being targeted at...
Look at the picture. Watch the videotutorial. You can now do this, too. Peter Drakulić writes: In this tutorial we’re going to learn how to setup and adjust a Defocus and a Mist effects,in compositor,using nodes.We’re also going to learn … Continue reading →
In this tutorial on compositing and camera tracking in Blender, Greg Zaal of Blender Nerd will take you through the complete process of placing digital, 3D assets into existing footage. This tutorial series will be making use of Blender’s modeling tools, texturing and rendering in Cycles and even using the new Camera Tracker to match the camera movement for a believable VFX integration.
What you’ll learn
This part of the tutorial series on compositing and camera tracking in Blender, Greg will show you to track the camera through the footage in order to accurately place your 3D objects into the real footage. This will be done using the Camera Tracking system that has been available since Blender 2.61. Greg will also take you through some color adjustment techniques to make the 3D render match the color of the real footage.
View the final result:
Up Next
In part 02 of this series you will be taken through the camera tracking tools and process, followed by compositing the render and background footage together with the node system.
A nice rig by Daniel Kreuter. Videotutorial included! Daniel Kreuter writes: It took me one week to create this physics based car rig which you can download here. Feel free to use or improve it! Here is a tutorial how to … Continue reading →
We can export rigged characters from MakeHuman both in MHX and Collada formats. However, we may want to use the character in some application which has specific rig requirements. In this example we will create a rig suitable for Second Life.
Blender Podcast Episode 14 has been released. Thomas Dinges writes: We had the chance to interview Sergey Sharybin, who is currently working for the Blender Foundation. He is also part of the Mango Team! We also talked briefly about the … Continue reading →
I’m working on a new supplement for Extreme Future, the sci-fi role-playing game, it was released a few days ago and is already selling well. The new supplement will probably be based around a spaceship.
The spaceship will be something like a freighter or scientific exploration spaceship. It’ll be a small one; the perfect size for a group of adventurers to use it as a base and means of transport combined.
I’m planning to include all the usual goodies, including deck plans, a technical readout and lots of other detail, but I’ll also include some ideas about how it can be integrated into an ongoing sci-fi role-playing campaign game.
The first stage for me is to come up with a beautiful 3D render of the hull of the spaceship, and perhaps some concept art and some modeling of interior detail. As usual I’ll be posting lots of renders of it as a work in progress, before finally releasing the supplement, so many that regular readers of the blog will probably soon be sick of the sight of the spaceship.
.
It’s great to have the nuts and bolts of a huge and versatile science fiction, space opera setting where I can easily insert the hig-tech equipment I come up with. One of the beauties of sci-fi role playing is all the robots, spaceships, blasters and other assorted hardware that the players can choose for their adventurers, so take a look at the core rules for Extreme Future, the sci-fi role-playing game, which already has everything necessary for spaceship design, and slot the new spaceship in as soon as it’s done.
Already featured as a header earlier this week, but I think the full image deserves a spot here as well! tomket7 writes: Finally, I have finished my transformer. Cycles is awesome but I have suffered...
Website: http://www.3danimationplus.com/training-products/3d-start-to-finish Cost: $19 USD This is a fantastic tutorial with a few weaknesses, but overall I think it is well worth the relatively low price. For $20, you get a tutorial that takes you all the way from modeling to UV unwrapping, creation of textures, texturing, lighting, building camera rigs, compositing, and the creation [...]
Join Blender Cookie’s Jonathan Williamson for a tour of the upcoming BMesh modeling system. Jonathan Williamson writes: Hello and welcome to this overview of Blender’s new BMesh modeling...
An cool modeling timelapse of a speeder. The model is available for download. Betasector writes: I have made a nice little concept speeder, and recorded the whole modeling process. I had to cut the...
By FalkM. FalkM writes: Inspired by a thread on CGTALK, I tried to make an animated Shortfilm in a very short amount of time from scratch. It was scripted, storyboarded, designed, build, animated, rendered, composited and edited in a couple … Continue reading →
Big congratulations to the Mango team for getting over 1,500 pre-orders of the project DVD. Only 500 more are needed to fund the project. If you haven’t ordered yet, but would still like to have your name in the movie … Continue reading →
Note to self: When using Flash's ability to make a MovieClip a button by adding frame labels _up, _down, and _over remember to set both buttonMode=true and mouseChildren=false. Somehow I always forget the latter! Throw in the useCursorHand=true for good measure.
Наконец то я доделал текстуры и настроил материалы для Gilgamesh. Долго делал, было много проблем, которые не давали сосредоточиться на процессе. Пока выглядит не очень шикарно, но в общей сцене с композом и другим освещением будет что то другое. Сейчас появилось время и можно заняться тестированием рендера Cycles+Internal. Неоднократно с Bassam мы говорили о вожможном использовании рендера Cycles в некоторых шотах. Будем мы его использовать или нет, незнаю. Всё зависит от тестов и от развития самого рендера. Думаю, сейчас он будет в быстрих темпах развиваться, т.к. его собираются использовать в Mango. Результаты тестов обязательно выложу, посмотрим что получится.
At last I’ve finished textures and materials for Gilgamesh. Took a long time cause had a lot of personal problems and couldn’t concentrate.. it doesn’t look too awesome right now, but i think in the scene and with compose and right lightning should look different. But I’ve got some time now and can start testing render cycles+internal. Several times we with Bassam talked about the possibility of using cycles in some shots. are we really going to use it or not – I don’t know. It all depends on the tests and the development of the renderer itself. I think it’s going to evolve fast because it will be used in Mango. Here we have some test renders.
Matúš Lipták workflow might be interesting for everybody interested in hard surface modeling. It is a good combination of subdivision surface modeling focusing on good topology for products. You can find his block at: http://altrone.6f.sk/?p=1765
Hello and welcome to this overview of Blender’s new BMesh modeling system!
BMesh is the new mesh modeling architecture that is currently in development and scheduled to be included with Blender 2.63 or 2.64. This new BMesh system is very powerful and brings Blender’s modeling tools into the modern era.
You can download development testing versions of Blender from Graphicall.org
One of the main capabilities of BMesh is full NGon support so that you may have polygons with more than four vertices. This helps to make the modeling process far less destructive and easy to work with. Along with NGons, BMesh also opens the doors for many new mesh modeling features and tools that previously had not been feasible.
This video overview gives you a demo of several new features that are already included with the development versions, including the new Super Knife tool, and it also helps clarify what BMesh means and how it effects you the artist.
Overall, BMesh adds substantial new power to the Blender’s modeling toolset and can drastically speed up your modeling workflow. Personally, I love it and already feel crippled when I go back to the current modeling system.
Here’s a topic we don’t see every day: forensic 3d reconstruction of faces. Cícero Moraes shows you how to achieve this using only free software. Cícero writes: I wrote an article about forensic reconstruction. I used only Linux and free … Continue reading →
Before starting work on a project that was using and needed to be delivered in PyGtk, I was still under the illusion that perhaps Gtk (and its Python port) may still yet be the best of the toolkits out there, just that I'd never really dealt with it for anything before. But now that I have used it extensively, I have to conclude that this is not the case.
WK Bong shares a list of ‘Blender bad habits’ and how to prevent them. WK Bong writes: Through the years I have seen many bad habits taught to Blender users through video and text/screen shot tutorials. Most of them are … Continue reading →
For an original film scroll credit you have to purchase the DVD on the 15th end of day (UTC) latest! Per 16 February DVD pre-orders will still get a credit though, but only on the website here and on the dvds. Gold/Platinum/etc sponsors can get a film credit up to a week before we’re done!
Potential is a short film created by a small group of students from Hamilton Boys’ High School and Waikato University. The film was made on a shoe-string budget, so all the camera gear was...
Well folks, my journey from initial concept to finished book has come to an end (sorta). I’m quite proud of what I’ve achieved in the time I had available. While there’s been some delay in the production of the overall “In Space” anthology, it’s nice to see so many of the artists complete some mighty fine work.
Here is a selection of my favourite panels to give you a taste:
I will be completing the eStore ASAP (possibly within the week) and releasing the eBook edition of “HUMM!” right here from the process diary! The store may have some teething problems of which I am aware, so if you find any bugs, let me know ASAP and I shall endeavour to fix it.
Finally, the schedule for Pandeia is getting a do-over as I plan how to finish this issue in time for Supanova Sydney.
This is the final “process to go” episode. I’ve enjoyed this format. Please let me know if you liked it, and I’ll see if I can do another short series for a future project – even an issue of Pandeia!
Coming up really soon: a series of interviews with prominent folks in the Blender community, as well as further tutorials on using Blender to create illustrations.
Since Cycles is the ‘new hotness’ we naturally don’t want to exclude using it for our renders. However, Cycles lacks some features and support that Blender internal has; such as SSS, volume shaders, strand rendering, particles, A.O. and probably more. In order to use it at all we’re going to have to combine our renders, and we need a good way of managing this.
One side of this is the compositor: you can put a Cycles scene into a file, an Internal Scene, and then render them both from a third, compositing scene, that pulls in renderlayers from both. So far so good, but! if you have have objects linked into both scenes, what to do about materials? Cycles materials and Blender materials are different… or are they?
Turns out nodal materials are our friends, because they can contain both Cycles shading nodes and Blender internal nodes… nifty, right? so all you have to do is use nodes in internal, and then both will work.
If you feel like you need more in depth explanation, check out the video tutorial below, and download the included .blend file.
The Blend file has been uploaded to Blendswap, here! By the way, don’t forget (as I initially did) to keep your render resolution the same in all files, or all hell with break loose(tm)
Ya estamos armando los primeros grupos para los cursos y talleres de Blender en Licuadora Studio que comenzarán en Marzo.
Los primeros cursos que se dictarán son: Curso básico de 3D con Blender, Curso actualización a Blender 2.6, Taller de Composición Digital con Blender, Taller de rigging para 2D.
El cupo es limitado. Recomendamos a aquellos que [...]
Hello and welcome to this Compositing in Blender 2.6 Tutorial Series!
In this compositing in Blender tutorial series we give you an introduction for using the compositing nodes. This series will take you through all the basics of using and understanding the node system for compositing in Blender. After this series you should have a thorough understanding of compositing basics; including Render Layers, available nodes, blending modes, and much, much more. You will also learn how to do color adjustments, tweak curves, composite multiple images, and even adjust the lighting and color of your complete scene.
What You’ll Learn in this Tutorial
In part 3 of this compositing in Blender tutorial series we will composite more passes, introduce Render Layers and several ways of separating objects. We will also begin to set up rendering and compositing for car paint.
Here are some models I made over the past year, I put together some turntable renders for a little showreel. Most of these are modelled in blender/sculpted in zbrush. The turntable renders were done with v-ray and composited back in blender.
Blender 2.62 is still on schedule for release at the end of this week. Ton Roosendaal writes: Hi all, Here’s the summary of today’s meeting: 1) Blender 2.62 release Jens Verwiebe solved...
Mango official start is soon! I’ve composed a press release text and a .zip with artwork sketches and banners and the Mango logo. Help us out to spread this info to websites or use it to post on your own!
This week we were in process of choosing an artist for the keyframes artwork. Well, we are still in the process. There were a lot of discussion around that and especially about the general stylistics. It’s really hard question, because even if you have pretty clear expectations of project style, you should take into account the human resources and their capabilities, so to make project move you should be ready for compromises. Of course artists doing their best to find the proper guiding line but sometimes it takes quite radical forms.
"Real" Morevna by Nikolay Mamashev
Also, last week much of my time was consumed by preparing the new Synfig release. So, we have 0.63.04 version out. And we have our packages updated too, but those packages are a little different from original ones. Carlos López González is very active at Synfig development last days – and thanks to his efforts we have a new neat feature, not included into release. That feature is called “Outline Grow” – it allows to change width for all outlines inside of paste canvas with a single click, which is very helpful for tuning complex artwork.
Hello and welcome to another free Citizen resource! This female character model is a resource that is freely available to all of our CG Cookie Citizens as a perk for being a member.
This full female character model basemesh was created with excellent, clean, quad-only topology that is ideal for rigging and provides an excellent starting point for either a more detailed model or as a sculpting basemesh. The model is fully rigged and uv unwrapped. As a Citizen member you are free to use the female character model for anything you wish, personal or commercial.
The Triumvirate dined with Kevin Slover last night at Racha Thai Cuisine in Woodinville. It was a delicious evening and it was great getting to know Kevin. His nephew, Wes (soundtrack composer) joined us and our wide ranging conversation touched on the genesis of Project London, and popular audiophile formats (vinyl!) and gear from the 70s. Kevin, we thank you for your support and encouragement as we wrap up post-production.
Speaking of wrapping up, we are preparing for a screening in order to take stock of what is left to do. You already know that we're focused on the soundtrack and color correction. Kyle Kramer, Lead Sound Editor has prepared mixes for all ten reels of the movie, it's now in my ball court to get a Blu-ray burned for the screening. At the same time, I will be preparing to hand the movie back to Barry Gregg, which was already in his hands once, as DP during production. Barry has volunteered to complete the color correction on the movie and for this and so much more, we are supremely grateful.
While describing what it's been like to get everything finished to one of my friends, he smiled and asked me if I had heard of the 90/10 rule. I have heard of the 80/20 (Pareto) rule, that states, roughly 80% of an outcome often come from just 20% of the related causes. "That's well and good," he said and went on to explain the 90/10 rule, "the last 10% of a challenging job often takes the same amount of energy as it took to get the project 90% done." The truth of that statement exploded in my brain. That's why I am so grateful for everyone on the team who continues to press forward with us to the finish line. We can see the light at the end of the tunnel and we're gonna get there!
A title sequence for a small video company (idea is not mine - no political offense meant) Character, animation, render, compositing, video edit - all done in Blender. I used the particles and dynamic paint to make a flow.
In this 4-part Blender Cookie videotutorial, David Ward shows you the entire creation process of a cartoon ground hog character. David writes: This character modeling tutorial series is on modeling a cartoon, ground hog character in Blender 2.6. In this … Continue reading →
Maketarget uses a set of properties to maintain its internal state. The script will not work if its internal state is messed up. However, your elaborately crafted target needs not be lost.
1. Assume that you have loaded the base mesh and added some targets. Press the Apply targets button to get a clean mesh. You may need to reload maketarget and/or press the Initialize button first.
En este tutorial vemos la utilización de las curvas bezier, y como rápidamente podemos trazar un logo, para luego con cycles ponerle 2 materiales rapidamente y obtener un resultado ya decente.
It’s been a while since our last Friday Hangout, so it’s time to catch up: how’s your current Blender Project going? Please share your images or videos below!
From the Pyppet blog: Hart has created a connection between Blender and his (local) webrowser. Hart writes: For streaming the data the only real option is Websockets, and the best Python3 library for Websockets I could find is Websockify by … Continue reading →
It's on again! The release of Blender 2.62 will be celebrated by a new tutorial on BlenderDiplom! But first we'll give you the chance to have a go at the effect yourself!
A free mini-conference on 3D printing Down Under. Our own Ben Dansie will give a presentation as well. The afternoon workshop is already full, so if you want to attend, you’d better hurry! Ben Dansie writes: 3D Printing Forum: The … Continue reading →
The Sci-Fi book in particular is proving a lot of fun. The background I’ve already designed for the role-playing game is so rich that it’s easy to come up with stories that’ll play out against it. The spaceships are particularly fun, with pages and pages devoted to them, which means I’ll have to include spaceships in the sci-fi book, as soon as the fantasy book is complete that is.
I’m already a third of the way with the book, and having the world already designed for the fantasy book makes writing it a lot easier, and as I’m into RPGs, I can publish this richly imagined fantasy world as a game, where other authors have their worlds in a pile of notes that nobody else ever sees. It’s a shame.
Updating the games does of course mean that I’ll have to redo the home page of the website, grr, but it’ll be worth it once everything is sorted out.
By BlendShadow. BlendShadow writes: This is my first project rendered in Cycles. All the textures were created in Gimp. The model is Syma S107 indoor rc helicopter that can land on the palm of your hand. Very cool. When I … Continue reading →
All art in this game was designed in Blender. endi writes: Ignite is a racing game for Windows. It is published on Steam and now it has a demo. All levels and most of the level models, 3d menu pages...
The Blender Foundation has just published the first release candidates of Blender 2.62. Please download, test, and report any bugs that you may (or rather, will!) find. If everything goes according to plan, the final release should be next week! … Continue reading →
A nice old Viking helmet – just what you needed, isn’t it? Tomas Palombo writes: New Blend for BlendSwap, it is a Viking helmet made entirely of free software. Autor: Tomas Palombo This rendering Cycles. Blender 2.6 + Gimp2.6 in … Continue reading →
A 32-hour workshop on video editing in Blender in Barcelona, Spain, starts next week. carlos padial writes: Telenoika (Audiovisual Open Creative Community) proposes a video editting workshop with blender. The course will be conducted by Carlos Padial and will include … Continue reading →
Stained was developed entirely using open-source software. Modelling and level design was done in Blender, the graphics are powered by OGRE, and the Bullet drives the physics engine. sushil writes:...
By MmAaXx. MmAaXx writes: Hi all. here my latest personal work done for a competition on a italian forum charactersforum.com. Modeling in Blender 2.61 (bat3a builds) render in vray Because I...
My version of leather book from david on Vimeo. Based on the excellent tutorial by Paul at http://www.3danimationplus.com/training-products/3d-start-to-finish Will be posting a review of the tutorial soon.
Hello and welcome to this character modeling tutorial on creating the female body in Blender!
This character modeling tutorial series for Blender by Jonathan Williamson takes you through the entire process of modeling a detailed, female body with clean topology that will deform and animate well. This tutorial puts a strong emphasis on topology and anatomy, making use of photo references from 3d.sk
What you’ll learn
Throughout this tutorial series Jonathan will walk you through all the steps necessary to construct the entire model, piece by piece with clean topology using the Edge by Edge modeling method. This method gives you very good control over your topology by laying down the topology first and then filling in the surfaces.
Part 10 of this character modeling series completes the modeling on the full torso and gets the model ready to start on the legs and arms.
Up next
Once the modeling is complete in this series we will move onto texturing the final model.
Reference Images were purchased and licensed from 3D.sk. To learn more about 3D.Sk please visit them today.
Mes aventures Master Class continuent de plus belle avec la sortie, à la fin du mois de Février, d'un Master Class 3D spécial Blender 2.61, que j'ai l'occasion d'écrire dans son intégralité ! Beaucoup de travail par conséquent, mais je pense qu'au final le résultat est plutôt payant.
J'ai donc eu l’honneur d'écrire 25 étapes (dont deux d'entre elles sont fusionnées pour former un méga Pas à pas), touchant aussi bien au domaine du Modeling que de l'Animation ou du Rendu.
J'ai essayé d'aborder dans ces pas à pas les dernières fonctions mises à la disposition des utilisateurs, comme par exemple le tracker 3D, le moteur de rendu Cycles, le Rigging via le module Rigify, l'intégration d'éléments 3D dans des décors réels, le Dynamic Paint, l'exportateur vers After Effects et encore bien d'autres choses ...
Afin de vous faire une idée de son contenu, voici la liste intégrale des sujets que j'ai développé dans ce numéro :
Modélisation :
Modélisation d'une toupie BeyBlade (quand on a des enfants ... on y échappe pas ;o)
Création de la tour de "Raiponce"
Création de la végétation entourant la tour de Raiponce
Création d'une vielle salle de classe
Création de bibliothèques remplies de milliers de livres en moins de 20 minutes
Création d'une grosse porte d'entrée futuriste
Ajout de centaines de câbles sans aucune interpénétration autour de la porte
Modélisation d'un robot type Mecha Warrior
Animation :
Tracking 3D servant par la suite à l'intégration d'un robot dans un plan filmé
Rigging et préparation à l'animation du robot préalablement modélisé
Animation du robot en vue de son intégration dans un plan réel
Génération d'une vague géante dans une rue de type New-York
Déformation de la vague en fonction d’obstacle via le Dynamic Paint.
Export vers After Effects de la scène de la vague et ajout des Splashs dans After FX en récupérant la caméra 3D et la position de plusieurs points de repère
Désintégration façon "porcelaine" du corps humain projeté sur un mur (calage d'un avatar 3D sur un plan réel).
Rendu :
Rendu de la toupie BeyBlade via le nouveau moteur de rendu "Cycles"
Rendu de l'ancienne salle de classe avec le moteur de rendu "Cycles"
Rendu du Robot dans le plan réel utilisant les fonctions automatisées d'ombres portées sur le décor réel
Rendu de la vague géante dans la rue de type New York
Rendu de la tour de "Raiponce" avec le moteur "Blender Internal"
Rendu de la projection du corps contre le mur et compositing sur un plan réel
Mise en texture de la porte futuriste grâce au module "Texture Paint", directement dans Blender sans passer par Photoshop
Rendu de la porte d'entrée futuriste avec le moteur "Cycles" (utilisation des matériaux auto-luminescents pour les néons)
Voilà pour ce qui est de la description. J'espère que ces sujets pourront vous intéresser et vous apporter des réponses techniques (et pourquoi pas artistiques) aux questions que vous pourriez vous poser sur l'ami Blender ... qui ne cesse de gagner en efficacité et fonctionnalités.
Et pour finir ce petit post ... voici quelques images issues de quelques-uns des pas à pas :
graphicall: @lgworld is already possible to upload @inkscape builds (they even got their own icon), we welcome every FOSS app, what do you need exactly?
Nicholas Bishop explains the difference between the ‘smooth’ and ‘sharp’ mode of the remesh modifier. Nicholas writes: I’ve noticed that people are often unsure why you’d ever want to use the Sharp mode of the Remesh modifier, rather than Smooth … Continue reading →
With the production start of project Mango getting close it’s a good idea to test your own workflow a bit … because when instead you’re swamped with tons of work you can’t spend time thinking how to make things smarter and faster. So I tried to put together some questions and topics that always bothered me when I do environment models and shaders. Nothing amazing or innovative, but hopefully good for speeding up work, here’s what I came up with:
You got to love a carefully painted custom texture map, with all those subtle (or strong) weathering effects placed in the right spots just for that object.
Only issue: painting textures takes a lot of time! :)
Speaking of environments, that’s a real issue: your environment is often made of tons of different pieces, all quite detailed as models but not that important by themselves to afford the time for accurate custom painting. In my experience, in arch.viz. you only can afford tileable textures and no custom painting, in games you have to custom paint, and in movies you ‘simply’ need the best quality and realism…
Still, in any case it could be handy to have some kind of automation to get some weathering effects (based on the shape of the object) without custom painting, and keeping the unwrap phase reasonably fast. ‘Automation’ for this stuff won’t help quality much, but speeds things up. So it’s good for minor objects or as a base for important ‘hero’ pieces.
That’s the idea behind the tests below, dealing with: batch-bake of AO/dirtmaps, unwrapping multiple objects together, node shaders (cycles in particular)
Batch Bake – Dirtmap script
First part of these tests is a small python script – just a proof of concept by now, if the idea works it will need quite some polishing (I’m an env. artist, my python is really basic…). In the image below you can see the UI, the process and results :
Using the script, what you get is a mix of different AO maps, which works well as a base map for weathering effects: then you can either paint manually over that (in Blender or Gimp). Or you can use that dirtmap directly in a node shader: mixing it with some tileable grunge splotches and patterns to give variation and realism, then using it to control and mix tileable maps and brdfs.
A sample result: a kit of sci-fi greeble pieces (note: all this is just a technical tests, not much to do with the style that will be in the actual project)
Cycles node shaders :
Using that dirtmap and with the help of some quick vertex color paint, you can then create some pretty complex shaders in cycles (or BI nodes as well). For organization, node-groups are just great: they work as instances, so you can reuse parts of your shaders in different materials.
So, in this case, the group can contain everything (brdfs, tileable textures ) except the dirtmap, then create various materials with that group (instanced!) and just replace the dirtmap. How this performs at render time (compared to custom painted textures) is still a question: it forces you to use many mix-nodes and complex node-trees, but on a full scene should save quite some memory on total texture size (dirtmaps don’t need to be that much high-res, the rest is tileable textures that can be reused for various materials).
Cycles renders of the kit :
Some parts use a metal shader, some use a plastic shader :
And the same kit, quickly scattered on a sphere, rendered on hdr background (from openfootage.net) :
Luis Arizaga revisits his awesome Captain Proton image and takes you through it’s creation process. Luis writes: This cartoon character was based on a retro sci-fi idea. I wanted to show a character with strong pose, expression and silhouette with … Continue reading →
anf.nu Opener for the DVD of the Hongkong based design magazine IdN idnworld.com Directed by A. N. Fischer / DAT DAT DAT Sound Design by Nikolai von Sallwitz vonsallwitz.com/
A Dutch team of animators is working on an animated documentary based on the true story of holocaust survivor Hajo Meijer. Rob Tuytel writes: At this moment we are working on a short animation...
Here’s some more information on how to use the Fracture Add-on. JoaoYates writes: This is a fracture tutorial that covers how to setup the addon, fracture an object and suspend the physics...
Christopher Wilmer’s video ‘High density energy storage using self-assembled materials’ has won a prize in the 2011 International Science & Engineering Visualization Challenge....
Hello and welcome to the all new CG Cookie E-Shop!
A couple weeks ago we quietly released a brand new shop system on CG Cookie that gives you all much more streamlined, easy ordering access to all of our training series and other merchandise. Over these couple weeks we have been letting those of you that stumbled upon the shop test it out and see how well it worked. We’re glad to say it’s been wonderful! This new system makes it much easier to order both digital and DVD training series. It includes automatic download delivery, full purchase history in your dashboard and even the ability to redownload purchases from your user dashboard.
This short video gives you a tour of the new shop. We hope you like it!
Although we only offer Blender training series at the moment, we have several other series in the works that will cater to our other users. We haven’t forgotten all you 3DS Max and Concept artists
New Bundles
Along with the new shop system, we are also making available some additional bundles! Not all series are yet available as bundles but they will be soon. All bundles are 25% off the combined price of the included series.
Lowpoly Character Creation + Animation Fundamentals
Lowpoly Character Creation + Vehicle Modeling
Lowpoly Character Creation + Animation Fundamentals + Vehicle Modeling
Hello and welcome to the all new CG Cookie E-Shop!
A couple weeks ago we quietly released a brand new shop system on CG Cookie that gives you all much more streamlined, easy ordering access to all of our training series and other merchandise. Over these couple weeks we have been letting those of you that stumbled upon the shop test it out and see how well it worked. We’re glad to say it’s been wonderful! This new system makes it much easier to order both digital and DVD training series. It includes automatic download delivery, full purchase history in your dashboard and even the ability to redownload purchases from your user dashboard.
This short video gives you a tour of the new shop. We hope you like it!
Although we only offer Blender training series at the moment, we have several other series in the works that will cater to our other users. We haven’t forgotten all you 3DS Max and Concept artists
New Bundles
Along with the new shop system, we are also making available some additional bundles! Not all series are yet available as bundles but they will be soon. All bundles are 25% off the combined price of the included series.
Lowpoly Character Creation + Animation Fundamentals
Lowpoly Character Creation + Vehicle Modeling
Lowpoly Character Creation + Animation Fundamentals + Vehicle Modeling
Blenderheads in San Antonio: you’re invited to a 1-hour Blender class and a user meetup. Have fun! Greg writes: Have you ever watched a Pixar Movie and wanted to know how they made it? Have you...
A short movie by Alexander Volos. Alexander writes: This is my first film as a director. I and colleagues studied the possibility of a Blender and GIMP on this project. Film about the musician, who searches inspiration, listening to city … Continue reading →
Camalot AV Facilties is Netherland’s most renowned digital film camera rental and servicing business. One of the owners – Philippe Vié – today confirmed we’ll get their full support for equipment and services. Having worked with our Director of Photography Joris Kerbosch before, they’re confident we’ll make a good use of their Red Epic cameras :) (same camera as being used by Peter Jackson for the Hobbit, delivers 5k)!
(Watch in HD!!) Jorge Jimenez writes: These last months I’ve learned a very important lesson: efforts towards rendering ultra realistic skin are futile if they are not coupled with HDR, high quality bloom, depth of field, film grain, tone mapping, … Continue reading →
It’s been over a month since the last competition, so I think it’s time for another…
Theme
The theme is “Saying Goodbye”.
You are free to interpret that however you wish. Go nuts! There is no right or wrong.
Oh and since people have asked, I am not leaving! I didn’t intend for the theme to be taken that way. I honestly just thought it would make an interesting topic. Blender Guru will continue!
Minor post processing in Gimp or Photoshop is allowed
Minimum image size is 1280 x 720, but the bigger the better (any aspect ratio is fine)
Your image must be a new creation, not an existing project
It must be your own work. No bought/borrowed or third party models allowed (including MakeHuman)
Photographic elements are allowed, but must not be a central part of the image (sky backgrounds are okay)
Your image must in some way relate to the theme
The winner will be asked to submit the .blend file for proof of its creation
Criteria for Judging
Entries will be judged on the following criteria:
Aesthetics
Story telling
Impact
If you want to win, aim for all areas!
“The best art has meaning beyond just an image; perhaps it will bring you to tears, make you laugh, or remind you of something you’d almost forgotten. It also stands out in a crowd, and dares to be different.” – Source
5 Reasons to Enter:
Competitions push you to better your work by exploring new techniques
It teaches you the importance of deadlines
Working around the constraints of a theme can help you to think creatively
Competing against other artists is a good motivator to push yourself
Great way to showcase your artwork and get noticed
Submissions and Deadline
Entries must be submitted before 11:59pm GMT on the 19th of March.
Six intro videos for a local Russian television station. Galya writes: Lead-in forms for the region TV-channel program. Made with Blender by the team of Slonstudio project (more at slonstudio.org). Production: Ilya Zykov, Michael Solyanov.
Reynante Martinez’ work has been selected by Digital Arts: California for an exhibition. Reynante writes: I just wanted to share with the Blender community some wonderful news I got today....
If you ever tried my pink theme, but (even as I did) stopped using it because of it being troublesome to update, move from one release to another via startup.blend or python scripts, now is easier than ever to have it back
Since yesterday, this theme (now named “Pinkified”) is part of “Contrib” SVN, so if you checkout this SVN periodically you might have it already!.
XML
This theme is in XML, a format Blender supports since January 10th, so if you’re using the official 2.61 release you won’t have access to it yet, this feature will be on 2.62, but you can (should!) always try using a more recent version from GraphicAll.org, or the official Blender BuildBot.
With P3d.in you can show your 3D models to anyone – no Flash or plugins required. Nathan Letwory writes: p3d.in beta is now open for everyone! p3d.in is an online visualization tool that allows...
By Vance Bowman Jr. Vance writes: This is my first post of a final work of mine. I’ve picked at it for the better part of year as a Blender/Luxrender Learning project. I’ve certainly...
Blender 2.62 is in BCON4 now (testbuilds, only essential bugfixes), and the developers are considering an expedited 2.63 release that contains only BMesh! Ton Roosendaal writes: 1) Blender 2.62...
It's been a few days since I posted the announcement, so today I've just set up a Google Docs-based survey which should be easier and faster to fill out. So, take a look and help contribute to science!
This is a 3 minute excerpt from my newest video, Invincible City. The original is 21 minutes.
In a city of dead ideas, dry, brittle conversations, and trembling, crystalized buildings, two men seek the proper approach to take towards the end of the world. Should one sit back, writing notes in a crumbling notebook, or should one rush headlong into the flames?
Like many of my videos, this is based on a completely improvised performance by the two actors, myself and Ian W. Hill. After videotaping the improvisation, I created the music and then the additional images, as a way of investigating the content which appeared spontaneously in the improvisation.
Visit my website for an extended discussion of my approach to improvisation technique, and for information about all of my videos.
When I was younger I thought all cities were the same size. All down-towns just a mile or two across, surrounded by endless suburbs. But man! After growing older and seeing a few more cities I realized: Seattle is tiny!
It's hard to go somewhere in Seattle and not bump into a place we filmed at. I was looking at one of the first shots in the movie, and was amused by how many of our other filming locations were visible in that one shot. Just- whew! Holy cow. Seattle seems smaller every day.
There have been a lot of changes to makeclothes recently, and the documentation is somewhat outdated. I will do something about that soon, but in the meantime this post will illustrate some of the changes. I will also show a different way to import the base mesh into Blender, by using maketarget.
Ok, here’s another report. Finally we have new Battlefield concept completely applied to all shots. And here’s few samples:
It’s awesome to have 3D as the starting point for real background artwork. Of course the final version will not go with 3D – we plan to do complete overpaint for the most shots. Nikolay Mamashev offered his efforts to do background – he has ordered Cintiq tablet and ready to start with this task as soon the tablet arrive (judging by our post service – that will not happen earlier than 1st of March). Meanwhile, this week Nikolay have finished tracing of shot 32 and now prepares to get his hands on Priestess Sister.
What’s next. We have successfully finished migration to Blender 2.61, so we can succesfully render animatic to show. Our next step is to concentrate on the characters artwork. We need to find dedicated artist, who will be able to work on the Morevna Demo for 1-2 months. His task will be to draw all missing keyframes and redraw all existing ones in the same style. Currently we have few candidatures and next week we will concentrate on testing their capabilities. Of course this is hard stage. But we’re moving. Stay tuned and have a great week!
I guess most of us have done this at some time: create a 3D representation of your room or your house. Here’s an in-depth tutorial on transforming an architectural drawing into a full 3D image....
This has got to be one of the greatest surprises I have received today!
Recently, I was invited by Digital Arts: California (http://www.digitalartscalifornia.com) to participate in their upcoming exhibit titled "True Colors," I never hesitated on joining, tried my luck, and was very impressed by the jaw-dropping entries that has been sent, including those previous exhibit entries.
And just a
I’m really proud to have triggered the enthusiast interest of the top fashion graduate of last year’s Rietveld Academy in Amsterdam. Pablo is currently doing his Masters in London and will be meeting with us second week of March to discuss clothing and costume design.
He’s been showing us artwork he did for post-apocalyptic comic book as well. His style is amazing, and will add a lot of credibility to our project. Maybe he can do some virtual robot fashion for us too! :)
Final Image Just finished my second part of the tutorial on making the sake set. This part will focus on modeling plates, bowls, and chopsticks for the scene. The third part will show how to model the interior of the room and the fourth part will show the materials and lighting in cycles. As a [...]
I just got word from my contacts at Focal Press that Tradigital Blender has received the 2011 PROSE award in the Arts Technique category. They are the American Publishers Awards for Professional and Scholarly Excellence.
Interested in learning about video making? Then maybe you should visit Video School, a library of video making tutorials and related techniques. Max Hammond writes: Vimeo, “the video hosting...
Welcome to another Citizen Friday! Each Friday we are working to produce Citizen content. If you’re not a Citizen, no worries and no need to start a website about sheep taking over the world and having to release monsters to eat them. This isn’t affecting the amount of free tutorials/content to hit the site on a weekly basis. Basically we are just working harder. Of course you are welcome to sign-up today to get access to this exclusive and many more.
Modeling a High Poly Car
Hello and welcome to this Citizen Exclusive series! This series will be covering the entire process of modeling a very detailed, high-poly car in Blender 2.6x. Throughout this series you’ll learn everything you need to know about modeling cars with an edge-by-edge method that focus very heavily on creating clean topology that not only results in a good mesh, it also results in a car model that renders far more realistically.
In Part 06
of this series starts polishing the model that we have by adding in detail loops, refining the topology and sharpening up all the primary details..
For those wanting to create realistic jewellery in blender and cycles, a new tutorial by Alex Telford is available on 3D World Magazine! There is an in depth text tutorial for those subscribed to the magazine, however I have also … Continue reading →
A partir de Marzo de 2012 estaremos dando cursos y talleres de Blender en Licuadora Studio.
Curso básico de 3D con Blender 2.6x.
Curso intermedio de Blender 2.6x (Actualización a la nueva versión y profundización).
Taller de Rigging de Personajes 2D y 2.5D.
Taller de Composición Digital para 2, 2.5 y 3D.
Muy pronto estaremos publicando [...]
A detailed look into the special effects of some recent Hollywood movies. Andy writes: VFX work from recent Hollywood movies showing the use of VFX and 3D in shot breakdowns. (Non-Blender) Intended to inspire the Blender developers that they are … Continue reading →
It has been almost a month since we announced our first internal mobile project called “Eat Sheep“. Though there is still a bit of work left on the game, I wanted to take this time to share some of the recent updates on production! So let me stop talking and get to the goods.
Monster Animations are in full swing!
Life is being created in this monsters by the talented Beorn Leonard. We had such a good time working with Beorn on his Animation Series, that we asked him to hang out with us a bit longer. Beorn is adding some of his skill set he picked up from working on Sintel and Happy Feet 2 into these hug-able little monsters. Check out the very “Work in progress” Animations below of the Melvin Monster and Sheep animations.
Art updates:
Creating assets for this game has been a bit of fun and a challenge. One thing we constantly have to keep reminding ourselves is the “players view”. Meaning model to the camera. You can see some of these assets could use a few more polys from the views we are presenting, keep in mind the player is going to viewing them from an 85 degree downward angle. Most assets will render smaller then quarter on screen.
Engineering:
Teeth have been magnetized, sheep have been polarized and Melvin’s ready to eat! In addition to setting the little monster up with a new pair of chompers, the engineering team has worked on setting up some more intuitive behind-the-scenes controls and making database connections. They’ve also made sure that the monsters’ memories now last longer than a single session, and are beginning work on having monsters from all over the world share their wool income figures so they can do some number crunching. The developers also continued their seemingly never ending seach-and-destroy mission on bugs, diligently squashing them wherever they go.
Concept/Art
The art side has been focusing less on conception and more on user interface, menus, and buttons. Right now we are working toward playing a full run-through so on the art side I’m working on the main screen, level select screen, win/loss screen, and the actual in-game hud.
Here are the drafts so far of the main screen and level select screen below ↓
…But somehow another monster sneaked his way into the Eat Sheep World.
Meet Phillip.
He comes with a face full of cute and a full tutorial on creating him using Melvin’s base as a foundation. View the tutorial.
Newsletter
To stay up to date with the latest Eat Sheep updates Like us on the Eat Sheep Facebook page or subscribe to the Newsletter. Thank you again for the support!
This post can also be read at the old site here There you can see the figures, too. Here I can see the figures in the preview window, but not after the blog post has been saved. Strange...
As part of his ‘environment series’ of tutorials, Alex Telford jumps into modeling an old well. Alex writes: Bear in mind that this is NOT a beginner series, I will assume you already know what I mean when I say … Continue reading →
As you all know, Mango is not only meant to create an awesome short film, but also a way to focus and improve Blender development. We already have great new tools, but for a real open source VFX pipeline we need a lot more!
Here are the main categories for development targets we like to work on the next 6 months (in random order):
Camera and motion tracking
Photo-realistic rendering – Cycles
Compositing
Masking
Green screen keying
Color pipeline and Grading tools
Fire/smoke/volumetrics & explosions
Fix the Blender deps-graph
Asset management / Library linking
How far we can bring everything is quite unknown as usual, typically the deadline stress will take over at some moment – forcing developers to just work on what’s essential – and not on what’s nice to have or had been planned. Getting more sponsors and donations will definitely help though! :)
Below is per category notes that have been gathered by me during the VFX roundtable at Blender Conference 2011, and in discussions with other artists like Francois Tarlier, Troy Sobotka, Francesco Paglia, Bartek Skorupa and many others, and some of my own favorites.
I have to warn you. This post is looong. :)
Camera and Motion Tracking
Even though the tracker is aleady totally usable, including object tracking and auto-refinement, there can be some improvements too.
One major feature that we are waiting for to be included is planar tracking. Some of you might know Mocha, a planar tracker widely used in the industry, with which you can do fast and easy masking, digital makeup, patching etc. In a lot of situations you don’t really need a full-fledged 3d track just to manipulate certain areas of your footage. All you need is a tracker that can take into account rotation, translation and scale of the tracked feature in 2d space, for example in order to generate a mask that automatically follows the movements and transformations of the side of a car as it drives by.
Keir Mierle has something in the works that would allow such workflows. Obviously that would be tremendously helpful for masking and rotoscoping as well.
Another thing that will be important for tracking in Mango is the use of survey data. That means that the user can take measurements on set, for example the size of objects, the distance of features, the height of the camera etc., and feed these informations into the solver. That way not only the solution can be improved, but you can also constrain the solutions to certain requirements. Most likely in a production like Mango there are different shots of the same scene, with the same set, but from different cameara angles. As a matchmover you have to make sure that the different cameras adjust to that scene so that you can easily use the same 3d data for it. Being able to set certain known constraints for the solution can make that process much easier.
There are a few other things I would like to see in the tracker, but these are mainly smaller things like marker influence control and usability improvements like visual track-quality feedback and marker management that can probably be sorted out in a few minutes of some coders free time. Yes, Sergey, that’s you! :)
Photo-realistic rendering – Cycles
Just as important as tracking of course is rendering. The plan is to fully harness the insane Global Illumination rendering power of Brecht’s render-miracle Cycles. With that in our toolset we can create and destroy Amsterdam as photorealistic as it can get.
Still there are some things we need.
For example we need a way efficiently create and use HDR light maps, not only for realistic lighting, but also for correct environment reflections.
Another thing that will have to be solved is noise.
Even though Cycles is already incredibly fast there is always room for improvements.
Besides the pure render-performance one thing that is critical for Mango are good render-passes. Not only the passes that are needed to re-combine the image from the separate render elements, but to extract render data that we need to composite the rendering on top of the footage.
Two of the most common passes for that are lamp-shadows and ambient occlusion. Despite not being really physically accurate, they provide a fast an easy way to integrate objects into the live action plate. Often just the contact shadow together with the rendered object and a little bit of color grading is enough to create the illusion of the object being part of the footage.
So that’s the quick’n dirty way of doing it. But Brecht already suggested that he might find ways to do it much more elegant, by extracting the possible light and shadow contribution of cycles lightpaths to the live action scene. Personally I have no idea how he will do that, but it sounds awesome! Maybe by even using the footage, camera-mapped to textures, thereby being 100% realistic? In any case, I am looking forward to things to come!
In addition to the passes it should be possible to have the movieclip playing back in the viewport, while at the same time having the cycles render-preview running, ideally with a live shadow-pass being calculated. Think of it! Realtime photorealistic viewport compositing!
:)
Compositing
Creating a VFX film cannot be done without a decent compositor. The current compositor is quite nice, but far from being suited for a task like this. Too slow, too cumbersome. Luckily Jeroen Bakker has been working hard to improve the performance dramatically. His development branch of Blender, the so called tile branch, provides an impressive speed bump over the current node-editor. And it will get even better when OpenCL-Compositingis up and running.
So the speed issue seems to be in good hands.
But something we really need as well is a good cache system. Being able to see the VFX in realtime is critical for compositing. Having to render out sequences manually would be super-tedious. That’s why we need a way to easily cache and/or pre-render sequences and composite outputs.
Even 2.49 had a button to cache composite outputs to RAM.
So a RAM-preview would be nice. But in the case that memory is limited it would be nice to have a system to easily render out preview sequences of a given frame range. I guess that can rather easily be built on top of the proxy system we have for the movie clip editor and VSE. There just has to be a transparent, reasonable and automatic (yet controllable) way to deal with these proxies and make them accessible for preview and/or editing.
How exactly that could look like can probably be figured out best in the Blender Institute, where developers and artist, sitting next to each other, can communicate much better. That way there is also a good chance to improve the overall usability of the compositor, for example ways to maintain tidier node-setups with frames, trays, groups, re-routing, snap-to-grid, auto-align, node-rotation or whatever else we can think of, improve the interaction with one or more viewer-outputs or make color sampling better. Well, we’ll see what the next months will bring.
Something that is very common in other compositing applications is the easy placement of footage of different sizes in the composition. In Blender we currently have to use 3d planes with shadeless material for that, going through a render-layer. This will be improved by Jeroen’s new compositor, where it will be possible to move footage around freely on the compositing canvas, ideally with the option to be driven by tracking markers. Together with moving around footages on the canvas we also need an easy way of controlling the timing of these footages. Maybe by making use of the NLA or VSE? That will also make it possible to easily use pre-recorded footage of muzzle-flash, explosions, fire etc, because running a whole simulation for this stuff every time would be tedious and not very efficient.
Masking
Related to compositing and also one of the most important features for any VFX-work is the ability to do quick and efficient masking. The current system of 3d curves on different render-layers with different objectIDs has to be replaced with something more accessible.
There is quite a lot of work to be done, and workflows have to be tested how to make a userfriendly, managable, efficient UI for masks.
Blender’s mask system should allow quick and rough masking for color grading as well as detailed, animated and even tracked rotoscoping without the hassle of going through a render-layer. There are some good ideas to make masks and mask-editing available in various places, not only in the Compositor but also in the Image Editor, Movie Clip Editor and Video Sequence Editor. Masking should be as accessible, dynamic and powerful as possible. Being a VFX shortfilm Mango will most likely be a masking orgy!
Luckily Sergey Sharybin is already on that task, supported by Pete Larabell, who also coded the Double Edge Mask.
Sergey has created a wiki development page that sums up the top level design for what is planned: http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor. And if you remember how fast and awesome the camera tracking module has been coded by him, you can be sure that masking in Blender will be great!
Green Screen Keying
Keying has to be improved, that’s for sure. The channel-key is pretty nice already, but the other keyers can go right into the trashcan. Color-Key and Chroma-Key are just plain unusable for any serious keying. But since Mango will be filmed mostly in front of greenscreen, with certainly different lighting conditions, different camera settings etc. it must be possible to exactly pick the keying color, not rely exclusively on the pure green channel. What and how this will be achieved is a bit unsure still, but Pete Larabell, who also works on masking, will look into that.
Color pipeline and grading tools
The whole color pipeline will be improved. When dealing with footages from different cameras, different formats, different color spaces it is important to be able to pick the correct color-space. Blender might not always automatically pick the right one, so it would be good if the user can set the exact color space right inside the image input node. This is going to be adressed in the development of the new compositor.
But not only the color pipeline, also the color correction tools need some love.
Currently all values of the color grading nodes are hidden behind the color fields. Especially if it is just subtle changes you always have to click on that color field in order to see if the value has been changed. It would be nice to have more precise controls over these values. Color Correcting in Blender is currently a rather fuzzy business. A lot of controls can just be used by eyeballing the result, without being able to enter exact values, like for example the curve-points of RGB-curves or color-ramp.
Especially for a VFX movie like Mango we really need a better way of dealing with that.
The UI changes for that can be best adressed during production.
Fire/smoke/volumetrics & explosions
Doing Mango without a good amount of kick-ass destructions, dust, debris and detonations is probably not an option.
Blender does have nice smoke, particles and rigid-bodies, but so far these simulations mostly work best in a secure test-environment and are not interacting with each other. Controlling these effects can sometimes be a nerve-wrecking and tedious experience. Lukas Toenne is doing great work for the node-particles which should make much more things possible than what we can do with particles now. But to make smoke, fire, simulations and explosions really communicate and influence each other in an animated complex FX shot a lot more work has to be done!
Also the the setup of these effects can be streamlined. Fracture shards setup for example is still a bit clunky. We need to find a way to easily control and tweak all the different parameters. This might also be a good time to finally move rigid-body-simulation from Game-Engine into Blender and make it a modifier!
which gave still a lot of questions, like on level of fine-graining or ways to use non-Object dependencies (images, nodes, etc). At this moment the outcome is still undefined, it depends on a substantial time investment by experienced Blender devs… who are all busy!
Asset Management
In huge projects like this it would be nice to have some kind of asset mangement system. Not only for models, object and textures, but also for footage. Being able to interactively search your projectlibrary, manage links and groups, and easily browse your whole library without having to dive through gazillions of folders would be super cool to have.
But especially if you’re dealing with lots of different footages, proxies, clips and sequences you need some kind of tool that helps you to keep the overview. One idea from the VFX roundtable at last year’s Blender Conference is to make use of the Sequence Editor. After recording the shots will be converted to OpenEXR sequences. But not every frame will be used, usually there will be just smaller parts that make it into the final cut. Deleting all unused frames would not be very smart, but since we are dealing with 4k copying all frames to a new directory is also not really an option. So the idea is to create and define the movieclips in the sequencer, so that we have some kind of visual feedback which part of the shot is used in the clip-editor. It would also allow to easily add shots together, add supporting helper frames for the tracker and a lot more. The more I think of it the more I like the idea…
But this needs more thought and might be out of scope for the developement.
You see, there is a LOT of work to be done! You can contribute and support the development either by getting one of the pre-sale DVDs, by donating or by helping us as a coder and get some of that stuff done! Help us to create a modern, open source, node-based, full 3d compositing and VFX pipeline!
Character animation is a bit stiff, but I think the overall look of this video is great! Rajiv writes: My very first short film modeled and animated completely on Blender 2.6. Hope you enjoy..Video...
FormaCD released volume 1 of their Blender training material in the French language. This first volume teaches all the basics needed to make your first steps in 3D with Blender. Five more DVDs are...
Over the past few weeks, I've been busily working on developing a set of new tools aimed at improving the ways that we can pose our rigs. Today I can finally announce that Pose Sculpting is now finally here and ready for an initial round of alpha testing out in the field!
For a long time people asked for the tutorial explaining how to use Stickman Template and finally I have come up with something that might be called a tutorial. In fact those videos were recorded in different time (you might notice the differences in interface elements), but watching everything in sequence should give you the whole picture. Big thanks to Anna Orlova for translation and subtitling.
Part 1 – Setting up
In this part I will explain the purpose of using stickman and show how to prepare everything for tracing.
The main tracing procedure is explained here. Notice that the version of Synfig Studio used in this screencast is very old – you can see different icons and even Russian interface elements. I hope that will not distract you. ^_^
This character modeling tutorial series is on modeling a cartoon, ground hog character in Blender 2.6. In this tutorial David Ward takes you through the complete process of creating a cartoon character model, including all the steps, hotkeys, tools and more. A few topics and tools covered include: box modeling, mesh editing, proportional editing tool, mirror modifier, extrude, particle fur, and much more.
What is covered
In part 04 of this character modeling tutorial for Blender 2.61, we finish the rigging for the ground hog by using the Rigify add-on, including making a few custom adjustments to the generated rig. After rigging we move on to create a small turn-around scene to pose the ground hog character on.
Here is a preview of the final result from this section of our cartoon, groundhog character modeling tutorial series:
Jaka Benedik has a great story to share about his design work for a well-known backpack brand. Jaka Benedik writes: I would like to share one year of my profesional experience using Blender with the community. If you feel that … Continue reading →
This infographic by XRG does a great job at explaining some of the differences between quad modeling and the upcoming new Bmesh module. Here it is in full size: What are YOU most excited about?
All product designers and architects will love this one. The new Carve library finally is making its way into trunk and bringing to us much faster boolean operations. Now interactive cut section animation and non-destructive modeling are doable in Blender. … Continue reading →
NI Mate imports Kinect motion capture data in real-time into 3D apps. Blender is the first application that it supports! Julius Tuomisto writes: Mine and Janne “jahka” Karhu’s two-man startup Delicode (a part of Studio Lumikuu co-op) just released NI … Continue reading →
Blender 2.62 release is still planned for 2.5 weeks from now, FFmpeg gets an update and new render passes for Cycles are being looked in to. Ton Roosendaal writes: Here’s the notes from today’s IRC meeting: 1) Blender 2.62 planning … Continue reading →
CGCookie uploaded 4 complete basic animations rigs to Blend Swap free of charge for you to download and learn from under the CC-BY license model. These are the animation rigs used in the first 2...
By Greg Zaal. Greg writes: 42 hand painted texture masks later and the exterior is finally done :) Well, I do still need to adjust the landing gear by adding some pistons and things, but for now I’d say it’s … Continue reading →
Il serait en fait plus correct d’utiliser le terme "notre" premier livre, puisque pour une fois je ne suis pas tout seul sur l'affaire. Même si j'ai agi sur cet ouvrage en tant que coordinateur auprès des différent intervenants, j'ai également écris une introduction sur le logiciel libre, le premier atelier dédié à la découverte de Blender via la création d'un générique et pour finir le dernier atelier qui consiste à crasher un vaisseau sur le sol via le système de particules. Vous me connaissez, dès que je peux détruire un truc (virtuellement parlant bien sur) ... je ne me prive pas :o)
Les publications en Français sur Blender se faisant déjà rares, nous avons essayé de faire un ouvrage mixte, répondant à différents types d'attente. Le concept de base est de montrer la pluridisciplinarité de Blender, pouvant aussi bien être utilisé pour la production audiovisuelle, l'architecture, la sculpture numérique, la bande dessinée, et encore bien d'autres choses encore.
Les différents intervenants de cette ouvrage viennent par conséquent d'horizons très différents et utilisent Blender dans des domaines tout aussi divers. J'ai donc eu la joie de travailler pour cette aventure avec, par ordre alphabétique :
- Blendman : Graphiste, créateur de jeu vidéo et auteur de BD
- Matthieu Dupont de Dinechin (Alias Viralata) : Architecte spécialisé dans les constructions écologiques
- Pascal Gabus (Alias Kiopaa) : Spécialiste de l'animation de personnage
- Victor Malherbe (Alias Pixelvore) : Ingénieur spécialiste pour cette ouvrage du rendu de la peau humaine
- Max Maurel (Alias Blackschmoll) : Sculpteur talentueux en charge de l'utilisation du Sculpt Mode de Blender
Si je me permet de préciser les surnoms des intervenants, c'est parce que la totalité des auteurs sont des membres actifs de la communauté du Blender Clan, sur lequel vous pourrez également suivre les réactions des lecteurs, sur ce topic
Le site de l'éditeur Pearson dédié à notre livre permet également de télécharger les fichiers Blender relatifs à chaque chapitre. Un bon moyen de se faire une idée du contenu ... ;o)
Je finirai cette petite présentation avec quelques-unes des belles images résultantes des différents ateliers, ainsi qu'avec un Timelaspe préparé par Max, concernant la première partie de son atelier dédié à la sculpture sous Blender !
Voilà, j'espère que ce livre pourra répondre aux attentes du plus grand nombre et qu'il permettra aux débutants comme aux utilisateurs plus expérimentés d'apprendre des choses sur notre logiciel favori !
Je conclurai sur le fait que ce fût pour moi un réel plaisir de travailler avec des intervenants aussi talentueux que mes co-auteurs. Même si la masse de travail fût somme toute assez importante pour accoucher d'un tel ouvrage, je pense que le résultat est à la hauteur de ce que fût nos ambitions.
Hello and welcome to this Compositing in Blender 2.6 Tutorial Series!
In this compositing in Blender tutorial series we give you an introduction for using the compositing nodes. This series will take you through all the basics of using and understanding the node system for compositing in Blender. After this series you should have a thorough understanding of compositing basics; including Render Layers, available nodes, blending modes, and much, much more. You will also learn how to do color adjustments, tweak curves, composite multiple images, and even adjust the lighting and color of your complete scene.
What You’ll Learn in this Tutorial
In part 02 of this compositing tutorial series we follow up what we learned in the part 01 of this compositing tutorial series by introducing more nodes and explaining in more detail how compositing works in general. One of the key focus points is understanding the basic math behind blending modes so that you know which mode to use for the result you are trying to achieve.
What’s up next?
In part 03 of this compositing tutorial series we will be looking adjusting the colors, lighting and shading of a car render.
After we posted Nikhil Dhoka’s growing ivy animation, he received many requests for a tutorial on this technique. Here it is! Nikhil Dhoka writes: Since some users asked for tutorial.. So, finally here it is, A quick tutorial for the … Continue reading →
By Stephan Fleischer. Stephan writes: I was a little depressed because of not seeing any progress in my work and felt like being buried under tons of mud and dirt… So I sat down in front of my computer, launched Blender … Continue reading →
Blender Beginner Tips 3 – Mirror, Array, and Curve Modifiers from david on Vimeo. A little tutorial on how to use the mirror, array, and curve modifiers. After explaining the modifiers I use the example of making a Japanese door to illustrate how they can be used in modeling. Hope you enjoy!
For everybody who is new to Blender and product rendering Alex Telford released a small tutorial which in a very compressed format highlights a best practice approach for modeling a scene and setting up lights with Blender Internal. As a renderer he … Continue reading →
Blender Beginner Tips 2 – Selecting Methods and Reference Images from david on Vimeo. This is part 2 of my series on Blender beginner tips. The tutorial is on different selection methods in Blender as well as how to add reference images. Hopefully it helps some of you other beginners out there!
So it looks like cloud services are becoming more and more common for the 3D industry, while there has been renderfarms that existed before in the sense of a traditional farm, the difference is that GreenButton is a cloud based service. The advantage of using cloud service rather than an in house farm is that there is no initial huge investment in hardware, you only pay for the use of other's hardware. The obvious reason for an in house renderfarm is that it is tailored to the studio, you have complete priority over jobs and it looks pretty impressive to the outside world. Smaller studios lack huge pockets though, so cloud rendering is far more valuable and attractive than investing that same amount of money on a few servers.
There is another method for us to render out frames without tying up our computers for hours or days on end; distributed computing. Distributed computing is also a way for Blender artists to make use of a renderfarm without having to spend a serious amount of money, in fact with Renderfarm.fi this is possible for free. Much of the well known distributed computing projects like SETI@Home are based off the BOINC platform, this is a distributed server-client system that has connected millions of computers worldwide all for the name of science. Why not take advantage of the same system for rendering and that is exactly what Renderfarm.fi does, it enables Blender users access to a large number of rendering nodes for free while also providing your computer as a rendering node for someone else's project.
This is a service that is based off of BURP, the technological framework for using BOINC as a distributed renderfarm, written by Janus Bager Kristensen. BURP started several years ago and works closely with Renderfarm.fi yet the two are completely different entities.
The question I have is, why not start something like this for Aqsis, or Pixie? Renderfarm.fi has done a very good job of marketing themselves and in all reality they do not even handle the actual rendering, that is taken care of by us BOINC users. In theory this kind of service could be started for Aqsis as well. Can Aqsis and Pixie be added to Renderfarm.fi, or even have a new website devoted to this? Can open source Renderman be turned into a cloud rendering technology? I believe it can, however I am not the most talented programmer in the world, so personally I would be a horrible choice for a developer. I have been looking at the code, not to mention that there has been some talk over forums with the BURP and Renderfarm.fi guys about supporting other external rendering software, it looks very possible to get Aqsis at the very least. The wall is of course the development of supporting this, as Blender changes these guys have to make changes in their own software, keep up BURP and Renderfarm.fi support and then fix things when it breaks, so this does cut into time and energy into other render engines. Not to mention the server itself needs to be pretty beefy, funding for the static IP and cost of hosting this, unless someone out there is willing to donate this. Would there even be enough interest to work on such a project? This obviously needs to be a project outside of BURP and Renderfarm.fi but in communication with so that if this works and tests well, then maybe it can be added to the Renderfarm.fi service.
The reason for this post is primarily because I used to be one of the biggest nay sayers against community based distributed rendering, claiming that too many technical factors outweigh the benefits but in the past year I have come to realize that maybe 5 or 10 years ago this was true, now it appears that this no longer is the case. When I first heard of BURP many years ago I thought that it was a neat project but would probably not work out in the end and look at how wrong I was about that, not only has this evolved into one of the only community based distributed render farms on the planet but has allowed every single Blender artist access to it, for free. That is an amazing feat and probably one of the greatest additions to the Blender community period, hence the reason this website has their logo graphic on the sidebar, these guys are awesome!
Nothing exciting to mention really, but I know unexciting news on progress is also welcome :)
Past month’s first half went to getting an application for the Netherlands Film Fund ready. With help from David Revoy (artwork for Mango script presentation) Anja (budget spreadsheets) and Rob (Sintel + Institute report) I delivered two booklets with about 150 pages of content to the Fund 2 weeks ago. (see image). Film Fund budget would be *very* welcome to lift up the quality of our filming work. Fingers crossed!
The time schedule is still same as well. Starting February 18th Ian Hubert and David Revoy will work here for two weeks on a final storyboard for the film. They then present that to the team on March 3, then they’re all here (apart from Jeremy who arrives 2 weeks later). Idea for the kick-off in the first week of March (3-8) is to make a short film together. Complete from start to finish in 5 days. Will be a great exercise together to figure out what we can do, and what Blender can do even! :)
In the past weeks I’ve also done paperwork for contracting, been contacting potential sponsors and studios, booked flights for everyone to Amsterdam, visited apartments where they can live, checked on where to get good bicycles. Also had a meeting with DP Joris Kerbosch, I’ve already booked in several experienced VFX supervisors as consultants, contacted camera sponsors (want Red epic!), visited greenscreen studio, checked on locations for filming (incl old factories).
The actual filming is still depending on a lot of variables. Current estimate is to rather do it a bit later than too early. Instead of ’2nd half april’ it more is ‘mid may’ now. Final decisions on this will be done with Ian & Joris here, in about 3 weeks.
So; there’s a lot in the pipeline, as soon as there’s tangible news I’ll post it here immediate. Expect more updates here from other team members, and of course from Ian and David when they’re storyboarding. (Ian asked “can i change the script still?” Yeah, sure! Not for long!)
This week we have continued with applying new battlefield concept to the demo shots. We have made it till the shot 35, which was reworked in the 3D fashion.
Shot 35
Agian, Nikolay Mamashev end up with some amazing pieces of animation (as usual based on Eeonora’s drafts). Here’s one of them.
And when it all comes together it looks so yummy!
Shot 32
At the same time Vyacheslav Yastrebcev is working on adding details to the new battlefield concept.
Shot 01
That’s all news for the past week. Stay tuned, because we have prepared a few tasty things for the next few days!
Blender Beginner Tips 2 – Selecting Methods and Reference Images from david on Vimeo. This is part 2 of my series on Blender beginner tips. The tutorial is on different selection methods in Blender as well as how to add reference images. Hopefully it helps some of you other beginners out there!
Dunno if it's just me,but I reckon that some of these cloud formations (from the nor'west arch that formed the other day) look a lot like some of those "san-shui" paintings. (Note: I've tweaked the colours in this shot to resemble those a bit more)
Hopefully the second-last episode of this particular process! Deadline is looming, but I’m in a good place. I’ve been making loads of progress with the style of the piece. I asked some advice of Steve Ogden, who made some suggestion on the artwork for page one:
I took on board alot of his advice, but didn’t exactly go down this road. i pressed on to colouring page 2:
I used the “black-spotting” technique in the acrobatics sequence and the last panel, and began to play with some particle effects, but I wasn’t completely satisfied. It didn’t make me go “WOW”. So i tinkered with it again:
The final panel there is the benchmark, now. As Steve put it in his email:
YES! Yes, absolutely – best page I have ever seen you do. It’s artistic, it’s stylistic, it’s good great contrast and color. Lots of style there. Here’s the hard part – you can now NEVER do less than this. This is your new floor. From here, you build your rep as an artist.
Thanks so much, Steve for your advice. For those who don’t know, Steve is rebooting Moon Town. Check out some of the spectacular art which he’s producing, showcasing the new look.
The feedback has been critical in achieving these results. I am continuing to colour, as my own deadline is February 6th. The overall book is coming together, too. Derrick Utz is creating all the necessary pages to give the book an integrated feel. We’ve still got to work out the order of the stories, and get the bio art to all the artists to fill in their details, and we have a brilliant idea to solve the problem of the missing 8th artist which I’m sure you’ll like, but I’d be curious to hear your feedback on our plan.
Shot breakdown of another sequnce from a motion graphics project. Camera Mapping and modelling were done in blender and then later composited in after effects. This seqeunce is most likely going to be the first scene introducing the world in which the 'story' takes place.
The original photograph is supplied by Adrian van de Ven from bluuurgh.com.
Hey everyone,
Brecht was very busy the last few weeks and he added a lot of great improvements.
Recently he added Render Passes, which can be used for all kind of compositing effects.
They are working on CPU and nvidia GPUs with Computing Capability 2.0 or above (Fermi cards). It will work for OpenCL too, but OpenCL itself has still some issues on AMD cards.
Apart from the obvious passes, like Z-depth or Normal there are the so called Lighting Passes, which are quite interesting.
As you can see in the Documentation (link above), you can use the different ones to get the combined result.
I took my Monkey Test scene (.blend file) and it is interesting to see those separated passes for direct/indirect influence, colour and environment light.
Working also with NURBS and T-Splines concepts such as N-Gons is very familiar to me when it comes to locally subdivide the mes for detailing. Blendercookie made this timelapsed movie demonstrating the workflow BMesh will bring to you, which eliminates many old school mesh … Continue reading →
Blender Beginner Tips 1 – Cursor and Origin from david on Vimeo. Just posted a new tutorial on the 3d cursor and origin. Hopefully it will help people that are confused about how these work and how they impact their modeling. This will be the first in a series of beginner tips. Stay tuned [...]
Finally the long awaited major milestone is here !
All major visual development is done and I have edited the movie to a final cut. This is not yet a picture lock, but what I call a timelock. Now the path is clear for Mikkel and Phil to do their magic and add sound and music to this movie.
And to all visitors from Inzing, a deeply heartfelt ‘Hello’ to you
Now that the edit is done I have exact numbers on the running time of the movie. Without the credits it runs 7:23 min or 11339 frames at 25fps, which is quite a good match to my estimates from 2010.
Speaking of numbers, here is the actual table of hours spent so far on the project:
Now a lot of tedious little bits of work still has to be done. Apart from a lot of fixing, I plan to spend some time on developing a proper logo, movie poster and finally give the official movie site a long needed overhaul. And not to forget, I am reallylooking forward to the song recording with Julia Schaller for Ara’s Song.
For the technically interested and maybe as a small glimpse at the various bits of work ahead of me, I give you an extract from my current todo list:
*** !!!! ALL shots !!!! ****
- reimport camera and make sure that the camera when made local only
has the object and NOT data made local
doing this will result in the focus control not working any more
( all shots currently have no focus control !!! )
- in case there is an 'all' renderlayer used, check if z buffer is
correct in all major camera angles. sc02.shot18 had weird
z values for later angles. If this is the case use manual
z-combine (math minimum) from individual layers
*** all shots with closeup hair ***
- try to use same settings as in shot sc02.shot11b
*** all shots with sss extra layers ***
- check if new approach used in sc02.shot12 is better suited
*** !!!!! All compositing shots !!!!!!
- check if camera has the same focus as in the animation blend
file. it seems that the lens control does not import
correctly from 2.49 to 2.6x
*** Scene 1 ***
sc01.shtot3a, sc01.shtot3c, sc01.shtot3g, sc01.shtot5b
- add nose lamps
sc01.shot03a, sc01.shot04a, sc01.shot05a
- try to add rays and more depth mist to shot
sc01.shot03c, sc01.shot03c:
- use reflection for the eyes ( see sc02.shot12 for how todo it)
*** Scene 2 ***
all main scene shots:
- use particle edit mode to draw loose rocks instead of
weight painting
- use noise modifier for back glow compositing
- probably use noise modifier for main/cage light
sc02.shtot2a
- add nose lamps
sc02.shot03,sc02.shot05,sc02.shot06:
- use mist animation instead of smoke simulation for mist
ascending above ledge
sc02.shot06:
- fix alpha issues with hair and cage in compositing
sc02.shot08:
- add more rocks to the mouth of the canyon. Now it does not
correspond to the shot in sc02.shot05
sc02.shot08a:
- fix strange cloth deformation at left foot
--> make left foot collider a bit longer to prevent
collision with edge, which seems to cause this problem
sc02.shot17:
- make dragon appear a bit later -> remove this ghosting effect
- use sss on dragon
sc02.shot18:
- fix dragon's tongue. It vanishes sometimes into the gums.
- use sss on dragon
- cage light is too strong on dragon -> has too articfical
lighting feel to it
sc02.shot21b:
- maybe use wind setup for hair from shot sc02.shot21d
sc02.shot28a:
- flickering hair shadow problem -> probably have to use
separate hair layer to get proper hair mask
sc02.shot28d:
- make eyes a bit darker
sc02.shot28f:
- cage material is too dark and flat -> revert to original
light cage material but with normal maps subdued to avoid
flicker
“This video was created in order to promote the use of Creative Commons on the volunteer computing based rendering service Renderfarm.fi (http://www.renderfarm.fi) and in any other relevant...
This character modeling tutorial series is on modeling a cartoon, ground hog character in Blender 2.6. In this tutorial David Ward takes you through the complete process of creating a cartoon character model, including all the steps, hotkeys, tools and more. A few topics and tools covered include: box modeling, mesh editing, proportional editing tool, mirror modifier, extrude, particle fur, and much more.
What is covered
In part 03 of this character modeling tutorial for Blender 2.61, tweak a few parts of the model and then procede to UV unwrap our character, create a particle system for the fur, comb the particles for the style we want, and then set up the lighting and rendering in order to render the particles nicely as fur.
Here is a preview of the final result from this section of our cartoon, groundhog character modeling tutorial series:
Up Next
The fourth part of this character modeling tutorial series will cover setting up a animation rig for the ground hog by using the Rigify add-on
Christopher Wilmer has created this image for the cover of Nature Chemistry, a leading scientific journal. Christopher Wilmer writes: Hello everybody, I am Ph.D. student in chemical engineering at...
After the US, European websites and citizens are now also in danger being limited in their freedom on the internet. From Avaaz.org: ACTA – a global treaty – could allow corporations to...
Blender is more and more becoming a platform for 3rd party applications. Take a look for example at ‘Open Dental CAD’ – a tool for crown and onlay design. Open Dental CAD writes:...
While checking out a bug report today, I realised that the current GUI for the Action Constraint doesn't actually make any sense from a workflow/IA perspective. The following diagram explains exactly why:
Andrew released a new tutorial demonstrating how to create realistic rain combining particle system, the new Dynamic Paint system, and textures in Blender. Andrew writes: Dynamic Paint is here! In...
This time I was experimenting with idea of Dynamic Paint being able to emit particles. Since this isn't possible with any official release of Blender I coded a basic system to try it out.
Here is the result. You see particles "painting" holes into the wall, and those painted holes creating more particles:
However this is just a highly experimental hack built on top of Blender's current particle system, so I'm not going to release the code.
But you can take this as a preview of what's coming whenever the new particle system becomes available. Then I'll start working on Dynamic Paint support right away. :)
If you ever find yourself trying to construct a triangulated representation of a model with quads, at some point you'll run across the problem of which vertices to link together to form triangles.
In the diagram above, two such orders are shown:
- (1,2,3) + (2,3,4) on the left does not accurately represent the quad, resulting in a hole in the side + a nasty overlap
- (1,2,3) + (1,3,4) on the right is what you actually need
I mention this because Genscher checking out some vertex order bugs the other day with some physics sims (IIRC it was with fluid/cloth). Double-checking what order the rigidbody stuff I've been working on was using, we found that it had basically been doing it wrong! I've since rectified this issue in the branch, though this still doesn't seem to fix the box+plane case where both objects are meshes!
By Jimmy Widlund, who also created this PSP timelapse. Jimmy Widlund writes: This is my 3ds timelapse video that i would really like to share with you guys! It was really hard getting it working at the beginning but at … Continue reading →
For all architects this might be an interesting tool box addition to evaluate. It offers an interface to design balconies, windows, and jambs providing you access to modify dimensions as well as design styles. Download Links: Balcony Script Jamp Script Window … Continue reading →
Weeee! 2011 is almost over! I'm going to miss the moments that has been experienced and savored, the opportunities that has been offered, and all the people that I passed by and met. It's been a very fruitful year indeed. And just to wrap up the year (before I start to get busy with holiday activities and such), here's a historical look at what happened to me and what I experienced this 2011.
A tutorial explaining how to use blam - The Blender Camera Calibration Toolkit. Warning: this tutorial is slightly outdated. Check out the user's guide for up to date instructions code.google.com/p/blam/wiki/UsersGuide.
A lot of people wanted to see a more finished version, so I’m going to turn this into a three part tutorial. Part two will involve modeling a few more dining objects as well as a room in which the scene will be set. Part three will be the materials and rendering in… CYCLES. Hopefully [...]
Peter Draculic posted a video tutorial on Youtube demonstrating how to generate a texture driven realistic seawater surface. He covers scene design as well as materials with Cycles and finale...
Sudah beberapa bulan ini pendaftar baru tidak bisa mengaktifkan akunnya di FBI (Forum Blender Indonesia) karena memang sengaja diatur demikian. Mengingat semakin banyaknya spammer yang mendaftar di forum dan belum ada cara yang lebih efektif selain dengan pendaftaran manual.
Melihat kondisi forum yang mati suri tidak seperti dulu, karena pertanyaan-pertanyaan teknis ditanyakan melalui fan page blender indonesia. Sebenarnya fan page blender indonesia hanya digunakan untuk share seputar berita dan kegiatan, bukan masalah teknis.
Oleh karena itu, untuk mendaftarkan diri dan mendapatkan aktivasi, silakan daftarkan diri melalui email ke pandu@blenderindonesia.org Dengan format:
Subject: Daftar Forum Blender Indonesia
Username: (username yang diinginkan
Email: (email yang digunakan)
Untuk password nantinya akan kami random, yang bisa dirubah setelah aktivasi dan login. Kami yakin bahwa mereka yang mau mendaftar secara manual benar-benar orang yang berniat berkontribusi dalam komunitas untuk berbagi (masalah, solusi, dll). Tidak hanya untuk meminta saja (download dan diam).
Sebenarnya forum bertujuan untuk mengorganisir pertanyaan-pertanyaan dan mendokumentasikan masalah serta solusinya, sehingga lebih terorganisir. Melihat di facebook banyak sekali pertanyaan yang isinya bisa dikatakan sama. Dengan adanya forum cukup dengan satu thread yang mudah diakses bisa memecahkan masalah banyak orang daripada melalui facebook yang mengharuskan orang yang lebih dulu tahu menjawab satu persatu.
Last spring I wrote a script that I hoped would transmit the important values that Creative Commons stands for in a funny but informative way. I wrote the original draft with the aim of explaining the six basic Creative Commons licenses Renderfarm.fi supports, but after applying for and receiving a small grant from the Cloudberry fund, I went on to write a story aimed at promoting Creative Commons both in the Nordic region and the rest of the world. This became the script for "BBB loves CC", a short film production that we release today.
I personally feel that Big Buck Bunny and the rest of his Blender Foundation colleagues represent a new chapter in an art form that is as probably as old as speech itself: storytelling. When creative materials are released under Creative Commons and other open licenses, people are free to take those stories to new directions and make up their own where they feel like. This freedom is where endless possibility lies in terms of the story. Fan art thrives, new stories emerge and characters are "kept alive" for generations - not for the love of money, but for the love of the characters and stories themselves.
Obviously not all characters have what it takes to survive in a world packed with information and in constant transition. Some do. Perhaps the most loved Creative Commons character to date is Big Buck Bunny. We have had the pleasure to work with him (notice the wording, we do not "use" him, that would be just wrong!) in many previous Studio Lumikuu productions (including Renderfarm.fi's very own "What is Renderfarm.fi?" video). It was indeed clear to us from the start that there was only one bunny big enough to pull off this enormous task!
Please note that even though this video is aimed at encouraging people to use Creative Commons, we will not force you to do so here on Renderfarm.fi. Ultimately big decisions like this should always be left for the artist to decide. Still we feel that if you can afford it, using Creative Commons is a sure way to gain that many more loyal followers. Anyway, without further due, we'll let The Bunny (as in The Dude) do the talking from now in the Renderfarm.fi/Studio Lumikuu production "BBB loves CC":
Help compare GPU speeds with the Blender GPU Benchmark. Sidy Ndiongue writes: I have started a blender gpu benchmark in cycles to compare the performance on different gpu’s in cycles. I have...
My love for photomatching goes a long way.
Back in 2007 I did this project using the fantastic SketchUp Photo Match:
I used 20 photographies, a blueprint of a cross section and a blueprint of the original floor design. I was then hired to do the drawing of the façade with AutoCAD to be used for a study on preservation and historical register of this building.
Since then I realized that Blender was very far from catching up with tools designed with architects in mind.
Today I ran into an add-on for Blender that may help to reduce this gap.
My original plan for tonight (to code support for green-magenta anaglyph glasses in the Blender Game Engine ) clearly would have to wait. It’s time to test the tool!
I was following the steps of the video tutorial - BLAM Video Tutorial
If you want to try yourself this is the picture I used:
It’s a picture from the University of Seattle. I traveled to Seattle last year and really enjoyed the university campus (and the BattleStar Galactica exhibition at the Space Needle alone made the trip worthwhile).
UV EDITOR
adding axis is nice and intuitive but it would nice to tweak the curves for fine tuning while seeing the 3d change (as a live ‘estimate camera focal length and orientation’ mode)
an option to automatically add the image as image background would be nice.
3D VIEW
My workflow:
look at the picture, find where I want the origin to be and moved the camera until this point was in the scene origin [0,0,0]
add a mesh, collapse all vertices (so we end with a vertice in the origin only).
extrude this vertice in the Z axis
change Pivot Point to 3D Cursor
select camera and rotate it until a vertical line matches the reference line I created on (c).
Some comments:
It would be nice to have a Transform Orientation that follows the ‘view distortion’.
Actually all axis could be visible in real-time in the 3dview (drawn with bgl – the OpenGL wrapper of Blender) perhaps even clickable, completely removing the need for the uvview step.
Also important would be a way to quick apply camera image to selected object (or selected face).
I sketched adding a geometry to match the building but my tests ended here. Why? Because my picture clearly has way too much distortion for this workflow.
In this file you will also find the 3d geometry with the uv project and subdivide modifiers (before and after applied them) – grab it here (600kb)
Grease Pencil over 3d background image
Conclusions
I liked what I saw. It looks like the development is going in a good direction.
The reconstruction part (which it’s the more important but still) doesn’t seem to work nice with high distorted pictures. I like how the current solution dialogs with Blender tools (e.g. Grease Pencil).
edit: it seems I helped to spot a bug with vertical oriented images. See the comment from BLAM developer here. I’m yet to re-test the new version of the add-on.
Even though I’m biased towards SketchUp I can find myself used to this new workflow. It will be nice to see if we can have a solution that works well for multiple cameras and a quick integration with camera projection functionalities.
By Nikhil Dhoka. Nikhil writes: Just tried the Ivygen Add-on in free time and here is what i got by using very cool modifier “Build” over the branch mesh.. same thing is done for leaves...
You all might now the fracture add-on in Blender. Ian Moore-Kilgannon just uploaded his latest video tutorial demonstrating how you can combine pre-made facture elements with the new dynamic paint...
Today I've just pushed through a bunch of updates to this branch, as well as pulling in some regular changes from SVN Trunk too. Here are the highlights:
1) Integrated Liero's script to copy settings from one object to a bunch of selected objects 2) Split Rigidbody settings in toolbar into a separate panel
3) Scaling of objects should now be taken into account
Because Bullet ignores scaling on the actual objects, the scaling needs to be applied to the collision shapes before simulation, and reapplied to the matrices obtained afterwards. There may still be some bugs here, but so far it seems to work OK.
4) Collisions shapes use triangle meshes by default now
This works better to allow complex convex shapes get used as collision targets (i.e. Suzanne falling onto rugged mountainous terrain). However, in tests so far, this has been found to cause a few troubles for flat ground-planes getting missed by targets falling down. Perhaps there's actually just a little bug here. Otherwise, it's over to the community which one would be nicer to have.
This character modeling tutorial series is on modeling a cartoon, ground hog character in Blender 2.6. In this tutorial David Ward takes you through the complete process of creating a cartoon character model, including all the steps, hotkeys, tools and more. A few topics and tools covered include: box modeling, mesh editing, proportional editing tool, mirror modifier, extrude, particle fur, and much more.
What is covered
In part 02 of this character modeling tutorial for Blender 2.61, we make use of the box-modeling technique to model the remaining parts of our cartoon ground hog character. We begin by starting to model the torso, arms, hands, and fingers. Next we move on down the character to model the legs, feet and toes. This tutorial makes constant use of many modeling tools inside Blender 2.6.
Here is a preview of the final result from this section of our cartoon, groundhog character modeling tutorial series:
Up Next
The third part of this character modeling tutorial series will cover UV unwrapping the ground hog model, painting the diffuse texture map and setting up the material. Then it will go on to cover the complete process of adding particle based fur, including the styling and rendering.
Two interesting articles about typography in Blender by Blender Sushi. Blender Sushi writes: So, what is really 3D TYPOGRAPHY? In my own words, 3D typography is an arrangement and composition of...
Per from Stuffmatic.com released an add-on for Blender which provides you with the tools to do a geometry camera matching over an existing still image similar to what SketchUp can do. It features manual and automatic matching tools as well … Continue reading →
Micah Austin uploaded an interesting approach to creating anamorphic lens flare effects with Blender’s internal renderer and the compositor system using geometry and textures. Because this is hand made it is very flexible, can be customized to your needs and … Continue reading →
Blender 2.62 is creeping up, the new Carve Boolean library and Cycles importance sampling are now in trunk and Cycles Renderlayer/passes are almost done. BMesh is progressing well and is scheduled...