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Written by dave
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Thursday, 15 July 2010 16:50 |
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In this part 6, I go over a few more tricks on baking, and go ahead and add a “jaw open” shapekey so we can see inside the mouth. Then we jump into Photoshop to do some cleanup on the texture.

http://www.blendercookie.com/2010/07/20/a-stylized-dragon-part-6/
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Last Updated on Wednesday, 21 July 2010 16:47 |
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Written by dave
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Friday, 16 July 2010 22:03 |
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Sandra Gilbert of Blender Art Magazine wrote me a few months ago asking if I'd be interested in writing an article about Blender 2.5. I did, and it can now be found in the latest issue (on page 39) of the Blender Art Magazine. Check it out if you like: http://blenderart.org/
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Last Updated on Friday, 16 July 2010 22:12 |
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Written by dave
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Tuesday, 13 July 2010 04:14 |
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Starting to steer toward sort of a souped up / modded out biplane look. Still working on the wheels (and still need to add one on the rear), added an intake area to the nose.

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Last Updated on Wednesday, 14 July 2010 05:26 |
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Written by dave
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Thursday, 15 July 2010 16:50 |
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In this fifth part, I add seams to the model and unwrap the UVs, followed by a high-rez sculpt to give some subtle scales here and there. I then create a tangent normal map to apply to the low-rez version, and also bake the Ambient Occlusion.

http://www.blendercookie.com/2010/07/15/a-stylized-dragon-part-5/
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Written by dave
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Tuesday, 13 July 2010 04:14 |
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Got some time tonight and decided to jump on the ol' spaceship for a little while. After working a little while with the curves for the "framework" of the ship, I remembered the old trick I discovered a while back and showed how to do in the "Ivy growing on a Greek column" bit where you add a shrinkwrap modifier to the curves to get them to line up flush against an object. So here's what I've come up with at the end of tonight's session:

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Last Updated on Tuesday, 13 July 2010 04:27 |
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