Planet Blender

v2-beta4 'Turning Pages'

... where Blenderheads live. Aggregate of blogs by Blenderheads
  • Night of 1000 beers - Chat with Steve Ogden Part IV
    processdiary.com - 2010-05-02 21:10:00

    This is the final in the four-part series of my chat with Steve Ogden. To me, it's the most compelling bit of our conversation. You can actually hear decisions on breakdowns being forged.

    This was not only cathartic, it was also eye-opening for me. I was able to solidify many elements of my story in my own mind by verbalizing them... and maybe the setting had lots to do with it, too.

    You can find Steve's work over at www.moon-town.com He also is co-founder of Wishtales (recently showcased at SPACE) It's worth reading their reports on the wishtales blog. I wish I was there. Who knows? Perhaps next year.

    Apologies for the tardiness of the "April" WIP video. I'll be attempting to serve you process junkies up a double-whammie of tutorials this month - operative word "attempting". I have also begun to draft the first pages of the web-comic, since the script is finally ready, so being excited about that is also eating into some time.

    There'll be more discussion about what's going on with all that when next we talk!











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  • Night of 1000 beers – Chat with Steve Ogden Part IV
    processdiary.com - 2010-05-02 21:10:00

    This is the final in the four-part series of my chat with Steve Ogden. To me, it's the most compelling bit of our conversation. You can actually hear decisions on breakdowns being forged. This was not only cathartic, it was also eye-opening for me


  • Timing and Spacing in Animation Explained! – Webinar
    BlenderNation - 2010-05-02 20:45:24

    Though Animation Mentor has sold out its webinar ‘Give Meaning to Movement: Timing and Spacing in Animation Explained!” hosted by Aaron Hartline and Victor Navone,  on April 29, you can watch a free replay of the webinar starting May 5th. In this webinar, Aaron  and Victor share their experience in animating feature films and what they [...]
  • Spaceship model ready for UV unwrap – I think
    Starbright Illustrations (blog) - 2010-05-02 19:44:20

    I’ve spent a couple of days working on the mesh for my spaceship and I think it’s ready for a UV unwrap.

    subsurf makes the mesh smooth!!

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/5smooth_mesh_subsurf.jpeg

    I’ve also had to do some alterations because someone came up with the real game stats for the Franklin – and posted them to the Vega Strike forum thread where I’ve been posting my progress on this model and getting advice about how to get into the best possible shape for inclusion in the game.

    Another spaceship render

    Look at my pretty underbelly.

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/1smooth_mesh_subsurf.jpeg

    The renders look very similar to the last lot, except the rear turret has now been removed and the armament updated. The big changes are in the mesh. I’ve eliminated almost all the triangles, because the Vega Strike game engine doesn’t like them, and I’ve also spaced out and simplified the tessellation of the mesh. I’ve got a feeling this spaceship model is going to be a nightmare to unwrap though.

    spaceship departing

    It's going away

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/2smooth_mesh_subsurf.jpeg

    It might be a very long process, but I’m looking forward to seeing this spaceship in game. I’ll have to buy a new graphics card, or even a whole new laptop to play the game and see the spaceship though.

    Spaceship flies into the light

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/3smooth_mesh_subsurf.jpeg

    I’m not kidding myself, the spaceship design does need a lot more week, greebles, weapons detail, a cockpit and a whole bunch more sharp edges but I think it might be time for a UV unwrap. It’s going to need something called an ambient occlusion bake so that it can be represented properly in the game – and to do an ambient occlusion bake I’ll need to do a UV unwrap. It looks daunting but if that’s what models for use in games require then so be it.

    Bird's eye view

    Nice and detailed from the top

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/4smooth_mesh_subsurf.jpeg

    starship render nose detail

    close up

    http://starbrightillustrations.com/blog/wp-content/uploads/2010/05/6smooth_mesh_subsurf.jpeg

    From this angle it looks a bit like a duck.

    Here’s the blend file. http://www.starbrightillustrations.com/blends/franklin_wip21.blend


  • Update - v.2.5.05
    pixel-sized - 2010-05-02 18:35:00

  • The movie is finished, see webpage link below!
    A very little warrior - 2010-05-02 16:53:00

    The movie is finished, see webpage link below!
  • torii
    Matt Ebb - 2010-05-02 00:59:06

    fushimi-inari shrine, kyoto

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