Planet Blender

v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • paint ebook cover image with GIMP, tutorial pt 2
    Starbright Illustrations (blog) - 2010-04-01 20:54:21

    Here is stage two of the illustration that will eventually be the book-cover image, you can see stage one, the initial sketch, in the original post. The main subject of the illustration is really starting to take shape, but a lot of work still needs to go into Ahab and his crew.

    To start turning my scan of my initial sketch into an illustration I opened gimp and made a new document of the dimensions I wanted. Then I just dragged and dropped the jpeg image of the scan into the new gimp document. I then resized it to cover the whole image and I was ready to go, time to plug the graphics tablet into the USB port. On top of the scan of the initial illustration I added four or five large areas of colour to the image.


    The whale is one solid block of colour on a separate layer, and so is the wave, boat, flippers etc. You can see the first few layers of the image in the screen grab below, but of course I’ll be creating an awful lot more layers than these few. The more layers you have the more control over your picture you have.


    You can see that I have switched some of the layers off in the image above (the eye icons are gone). I did so that I could work on other elements without the whale for example getting in the way.


    Just a few more details have been added here. You can see the clouds have been painted very roughly into the background and I’ve just started to make them more cloudy with the smudge tool. I’ve also given ol’ Moby some teeth.


    The distinctive white colour of the mythical beast from this illustration comes from barnacles. I did a bit of research and it turns out that our creature from the depths was not an albino. This image is right at the start of the process of adding this colouration.


    After twenty minutes of repeatedly jabbing the graphics tablet with the stylus the look of the main character is starting to take shape. It still looks a little like the measles though so I’m not going to be able to close GIMP for the day just yet.


    I added a big shadow on top of the layer of the illustration with the colouration and then finally added a layer of patchy white underneath that layer to produce first a bumpy but imposing effect and then a much smoother and more frightening creature. The star of the this book, although most people probably read Moby-Dick as an ebook these days, and there’s no reason why an illustration like this cant be its digital cover.


  • Volumetrics are also for solids! … and cartoons ;)
    Tinker Code - 2010-04-01 19:44:34

    Hi all When someone think about volumetrics the first thought that came to his mind are clouds, smoke, fire… but actually volumetric is everything, and with care and patience many material types could be achieved. The advantage of volumetric solids are that you could have procedurally infinite detail without adding geometry at all (render time [...]
  • The Ian Report #490 - "Bullets! BULLETS! EXPLOSION! STOP! YOU'RE FALLING!"
    Ian Hubert's Posts - Project London - 2010-04-01 17:30:00

    Going back and watching some old raw footage, I'm realizing my method of directing basically consisted of screaming out whatever is about to kill the characters. It's actually pretty rad.

    I have a list of 24 things I need to change in the film before the next version is done, and they're going surprisingly quickly! Just a half dozen or so left and it's good! I've told everyone I'll have it down by this Wednesday- and I better!

    The problem with Peanut Butter & Jelly sandwiches is, as I see it, an issue with physics. There reaches a point where the peanut butter reinforced bread stops being able to support the application of more jelly—sometimes this point comes long before a suitable about of jelly has been added (say... infinite jelly?). It's basically an issue of surface-to-volume ratios... so I've devised a simple solution.

    I call it, "Sandwich 2000". As you can see (above), the surface to volume ratio is MUCH more efficient, and as such, can hold 100 TIMES MORE JELLY (according to preliminary calculations). It still can't hold the ideal amount of jelly (say... infinite jelly?), but it's a step in the right direction.

    For a better tomorrow!

    Ian Hubert
    Writer Director

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  • Blender 64 !
    malefico's spot - 2010-04-01 14:49:04

    After several months of hard work adapting the Blender source code low level routines, we have accomplished something seemingly impossible: a port of Blender for the good old Commodore 64 written in 6502 chip assembler language

    Our first tests were carried out using the well known VICE emulator, but the crucial experiment was done in a Drean C-64 that was still in use at a laboratory in Comision Nacional de Energia Atomica.

    C64’s original VIC 20 graphic chipset does not allow reasonable screen resolutions and for that reason we had to adapt an old VGA card using a custom made interface. Soon more details.

  • Blender 64 !
    malefico's spot - 2010-04-01 14:41:34

    Despues de un trabajo de varios meses de adaptar codigo fuente, hemos logrado lo que parecia imposible: la conversion del codigo de Blender a lenguaje assembler del procesador 6502 para portarlo a un viejo commodore 64. Las primeras pruebas las hicimos con el emulador VICE, pero la prueba de fuego fue con un Drean C-64 que [...]
  • Jeremy arrived!
    Sintel, the Durian Open Movie Project - 2010-04-01 12:49:25

    Warning: this is an april 1 post without silly jokes!
    Jeremy has arrived already on the 30st of March, forgot to post it yesterday, that’s why. Jeremy will help us the last three months as an animator. He’s from Sydney Australia (too many aussies here!), and worked with Matt Ebb for Promotion Studios on Lighthouse and Kajimba. Great guy, awesome animator!

    -Ton-

    (BTW: next to arrive next week: Joe Eagar, Blender developer! And then we’re complete… I hope!)

  • digital painting art for open-source book covers
    Starbright Illustrations (blog) - 2010-04-01 11:18:38

    Digital painting illustrations for classic out-of-copyright books.

    I was surfing the Internet looking for outlets for the artistic talent on display at Starbright illustrations, and as I was clicking around I found the websites of a few mainstream illustration agents, such as The Artworks here, and I noticed an interesting thing. These mainstream sites didn’t feature a lot of illustrations of robots, spaceships or monsters. It seems that if I am going to interest illustration agents in representing my work I’m going to have to include some more mainstream subject matter.

    A subject that did seem to turn up repeatedly in the portfolios of the artists that are represented is book covers. I saw illustrations for a few modern interesting books and I thought why don’t I include book cover art in my portfolio?

    It seems like a really good idea, but there is a problem, I’ve never actually been commissioned to produce cover art for a book.

    But then of course I came up with the solution, if I hadn’t I’d hardly be writing this post. I’ve often raided the fantastic Gutenburg site for free ebooks to read, and these books could also be a very useful source of inspiration for my illustrations. Producing art for the covers of classics by the great authors of the English language would be a pleasure and it would also go a long way to diversifying my portfolio and making it more accessible to the non nerdy comic book fan. As you can see from the sketch accompanying this post my first project will be Moby-Dick, and I’ll be posting my progress as usual while the illustration evolves and gradually moves towards completion.


  • A nice read: 5 Miserable VFX Jobs
    - 2010-04-01 07:06:34

    Hey! After my very first job in a VFX-production for a movie, I found this a very entertaining read, and: it’s true. Have fun, and roto the hell outta that hair :-) http://www.cracked.com/article_18486_the-5-miserable-vfx-jobs-that-make-movies-possible_p1.html
  • Blogging is Dead – BlenderNation moves to Twitter
    BlenderNation - 2010-04-01 05:18:19

    We’ve measured that our readers are getting a shorter attention span – most articles aren’t fully read anymore and people just click the links. Without a doubt, much of this can be attributed to consumption of new media such as Facebook and Twitter. As of today, we will be adjusting our publication policy to our audience [...]
  • Now I'm gonna go pro...
    Virgilio Vasconcelos - Animation - 2010-04-01 05:17:31

    [update] Hey guys! Happy April Fools' Day!

    The same way I did last year, I've made up this joke specially for this day. Of course I didn't sell my car. I know Blender is not "freeware", neither "amateur". ;)

    Unfortunately, Brad Bird doesn't follow my blog nor invited me to work at Pixar (but if you, guys at Pixar, think it's a cool idea... I have NOTHING against that, hehe) That was part of the joke, too. One thing I left as a tip for this joke is to have Brad Bird refer to animation as a "genre": he hates when people do that!

    Thank you for all comments and visits! The "Carl Bass" comment was hilarious!!! :D

    [/update]

    [read the full article]
  • Create a flickering light in One Step
    Vimeo / Blender 3D - 2010-04-01 04:55:41

    I've recently discovered that Blender 2.5 is riddled with easter eggs. It seems everywhere you turn there's a nifty new feature just waiting to be discovered.

    Well I ran into this golden feature the other day and decided it needed to be shared.

    Cast: Andrew Price

    Tags: blender, 3d, tutorial, 2.5, cg and effects

  • April Fools! Pixar aquires the source to Aqsis and Pixie in stunning lawsuit
    Blender to RenderMan - 2010-04-01 04:31:00


    Update : Yes it was a joke ;)

    It seems that history repeats itself, as we all remember the sad demise of BMRT and Entropy due to the lawsuit against Larry Gritz by Pixar over patent infringment, or something to that effect. Well recently it has come to our attention that certain projects are being hit with the same lawsuits over graphics technology patents and now Aqsis and Pixe are now no more in the open source domain.
    What this means is that the developers have to license the RiSpec from Pixar despite the fact that the code was written from scratch, the patent technology described in papers are so close to the Pixar source code that lawyers are afraid of investment loss. "Aqsis and Pixe, while being open source has this code that infringes on the technolgy Pixar invented, clearly the need to take effort to protect the name and reputation, as well as financial investments, is required" says a source that wishes not to be named for legal reasons.
    This seems to be a common trend in the software industry where one technology company sues another over patent infringement, it seems that the open source world is not immune of this legal battle either. This comes as a devestating blow to the community since this means that development on these projects comes to a halt and will require the developers to license the patent, sell the software in order to recoup the license cost and make profit to pay for the subsequent years thereafter.
    Already the developers of 3Delight, AIR and RenderDotC have adjusted the pricing to cover the fees with the same legal action, though it is far easier for them since they are commercial products already with established footprints in the industry. The open source community of Renderman users and artists were just starting to establish the valid reason for such tools and on the brink of the dawn the rug was pulled from under us and now we either use the old versions that will remain as is or pay for the next gen versions of our beloved rendering apps.
    It is a sad time in our chapter as a whole and we wish the developers of Aqsis and Pixie well as they adjust to the dealings of commercial development. We are only waiting to see if our site gets hit with the same lawsuit over the name RenderMan itself, something also spoken of around the net here and there, so time will only tell if this site exists in the future at all.
  • I finally got Blender to run on iPhone / iPad !
    Oenvoyage's Blender Blog - 2010-04-01 03:30:12

    As some of you know I have been traveling for a while now, and while still enjoying the great landscapes of Argentina and Chile I did take my MacBook with me and found some time between the different buses to play around with my iPhone and Blender. I shouldn’t say it too loud but I [...]
  • FDTKとご無沙汰された(BlogPet)
    CG系blog - 2010-04-01 02:51:33

    きのう輪ゴムが、FDTKとご無沙汰された。

    *このエントリは、ブログペットの「輪ゴム」が書きました。


  • Topology Review: Shoulder
    Blender Cookie - 2010-04-01 01:29:29

    Arguably the single most important aspect to modeling is topology. This Blender 2.5 overview tutorial takes a look at the topology of the human shoulder, examining each of the main edgeloops, poles, etc. Support the site – Download includes: High resolution .mov Video .blend file at the state of the tutorial

    http://blendercookie.com
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