Animating Wrinkles With Cloth Simulation!
Dikko writes: This is an upload from my Twitch segment which is all about experimenting with 3D stuff in Blender! The goal is to try and make something super cool within 60 minutes. Today we added some dynamic skin animation to this dinosaur, and I must say, I think the result is pretty kickass. I […]
The post Animating Wrinkles With Cloth Simulation! appeared first on BlenderNation.
Blender Texturing Tutorial: Curvature Baking
jayanam writes: In this part of the Blender 2.9 high poly to low poly texturing tutorial I show you how to bake the curvature of the high poly to the low poly mesh.
The post Blender Texturing Tutorial: Curvature Baking appeared first on BlenderNation.
100+ Tips to Boost Modeling in Blender
Zacharias Reinhardt writes: Hi everyone, in my new video I share over 100 modeling related tips for Blender. Enjoy! ~Zach
The post 100+ Tips to Boost Modeling in Blender appeared first on BlenderNation.
How to use the Blender Graph Editor (Useful Tips Video)
pavla writes: In this video, we’ll cover the essential hotkeys you need to know – mainly, how to insert a keyframe, how to select a keyframe, and how to control the viewport visibility (all the stuff you want to see in the graph editor).
The post How to use the Blender Graph Editor (Useful Tips Video) appeared first on BlenderNation.
3D.sk | VideoTutorial | Dragonman – Part 03 / 14
Check out this 3rd part and be ready for the next one soon!
In this 03/14 part Konstantinos will show you how to finish the basic shape of the Dragoman’s head in 3ds Max.
This video tutorial was created by Greece Artist – Konstantinos Giatilis (Lead Artist / Programmer)
You can find useful reference on 3D.sk site and create your own Dragonman! It‘s the biggest online source of hi res human and animal photo references for 3D artists and game developers. You will find here more than 439,000 photos for modeling and texturing your 3D characters.
3D.sk | VideoTutorial | Dragonman – Part 02 / 15
Check out this 2nd part and be ready for the next one soon!
In this 02/14 part Konstantinos will show you how to finish the basic shape of the Dragoman’s head in 3ds Max.
This video tutorial was created by Greece Artist – Konstantinos Giatilis (Lead Artist / Programmer)
You can find useful reference on 3D.sk site and create your own Dragonman! It‘s the biggest online source of hi res human and animal photo references for 3D artists and game developers. You will find here more than 439,000 photos for modeling and texturing your 3D characters.
3D.sk | VideoTutorial | Dragonman – Part 01 / 15
Hi, welcome to this step by step series of 14 videos of creating the Dragonman!
In this part Konstantinos will show you how to setup the reference image and how to create the basic shape of the Dragoman’s head.
Check out this 1st part and be ready for the next one soon!
This video tutorial was created by Greece Artist – Konstantinos Giatilis (Lead Artist / Programmer)
Project Files:
File 1: dragonman_01.max ( https://ufile.io/mvibn )
File 2: dragonman_02.max ( https://ufile.io/ebhux )
File 3: dragonman_01.max ( https://ufile.io/2e56x )
File 4: Dragonman_Chart_Complete.jpg ( https://ufile.io/9jvqo )
You can find useful reference on 3D.sk site and create your own Dragonman! It‘s the biggest online source of hi res human and animal photo references for 3D artists and game developers. You will find here more than 439,000 photos for modeling and texturing your 3D characters.
3D Human Modeling and Animation Book + Free Chapter
”PROPORTION
Throughout history, artists have tried to depict the human figure in ideal proportions. Generally, the average height of a man or a woman can be measured as seven heads tall. When seen on a two- dimensional surface, the seven- heads- tall figure does not satisfy the concept of the ideal. Compare the same female in Figures 3-1 and 3-2. The model in Figure 3- 2 that is eight heads tall appears more elegant and statuesque. If your goal is to create and animate the ideal male and female, then consider modeling them eight heads tall. If you are using 2- D or 3- D templates, stretch their proportions first and then use them as your guides. Then again, if you are planning to create caricatures, try making the heads extra large and the entire body only five or six heads tall. Superheroes are often portrayed as very tall with tiny heads.
Sometimes an artist will deliberately create a model according to the manner in which it will be viewed. Michelangelo’s David is a perfect example of this. Since the size of the statue was modeled to be very big and was meant to be viewed by looking up at it, Michelangelo had the foresight to model the head extra large, knowing that viewed in perspective it would look normal. Figure 3- 3 illustrates the average shoulder width of the female and the height of the torso. The female appears to have a shoulder width of two and two thirds heads. The male has a shoulder width of three heads (Figure 3- 4). Measured from the top of the head to the crotch, both male and female are approximately four heads tall. Although at first it helps to know the general proportions according to certain measurements, it is better to rely on your own eyes and judgment regarding what looks right and what does not. With experience, one learns to gauge proportion according to one’s own good sense rather than spending time measuring the figure with a ruler.”
Here is the link to Peter Ratner’s portfolio: http://peter-ratner.
Game Props Creation – Doors
My name is Alexander Kolyasa. Currently I’m working as middle 3d artist in Plarium. In my video I will show you my workflow of creation game props.
Main point is that you can model middle poly and then in semi-automatic way convert it to high poly and also very easily reduce it to the low poly. I use a lot of this technic, especialy in hardsurface modeling.
Link to my artstation https://www.artstation.com/ask
Software- Cinema 4d, Zbrush, Photoshop+Quixel Suite
Reference: www.environment-textures.com