Modeling an Eye

April 2nd, 2009

Modeling an EyeThis is a quick tutorial on using a UV Sphere to model an eye. This is the basic eye that I typically always start my character models with. It’s a good starting point and it renders quite nicely. You can watch the tutorial in the player below and there’s a link at the bottom of this post if you’d like to download the tutorial for yourself. This tutorial is also available on YouTube and Vimeo.

Check out the Adding Basic Materials on an Eye tutorial in Chapter 7 to see how to get this model ready for render. Read the rest of this entry »

Cover Graphic

February 27th, 2009

cover.blendYes, this is actually the .blend file I used to create the image on the cover of this book. Of course, you should bear in mind the fact that I cheated quite a lot and the rig for this character is far from optimized. However, that said, he has some decent texturing and I’m actually a pretty big fan of his hair. Not only that, but there’s a bare-bones character in this file as well that might be a little bit more versatile than Stickman. Not only that, but now you can see what a “production” .blend file looks like.  Yeah… it’s a bit of a mess. ;)

Either way, I had a ton of fun making this image. Hopefully you can enjoy it just as much as I have.

Wheeeeeeee!

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Visualizing Z-depth

February 27th, 2009

zdepth.blendThis is a simple node network to show you a visual representation of the Z-depth in this scene. Render (F12) to see what it looks like.

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Simple Compositing Exercise

February 27th, 2009

simplecomp-end.blendThese are the files for the example in Chapter 15 on compositing. Note that the Suzanne head is on Layer 1 and the Cube is on Layer 2. This should help you in setting up your render layers.

If you followed the steps in Chapter 15, your .blend file should look something like simplecomp-end.blend. If you render (F12) this scene, it should look fine. Then when you’re in the Node Compositor, left-clicking each of the Viewer nodes will show what is on each Render Layer node.

Cool, huh?

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Fields and Collisions

February 27th, 2009

wind_collision.blendThis setup is similar to the one in Figure 13-4. There’s an Empty producing a fairly massive wind force that’s pushing the particles towards a giant plane. That plane is configured to act as a collision object, so the particles bounce off of it and then get blown back around it by the wind. Put your mouse cursor in the 3D View and press Alt+A to watch it in action.

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