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Candylope Lost in Grotto

This one started out as some playing around with subsurface scattering in Blender (using the internal renderer, which I’ve hardly used since Cycles came out).

Made in Blender, postprocessed in Photoshop.

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Line art experiments

Last night I got the idea of drawing lines or circles on my phone in Brushes and then applying them as textures to objects in Blender, aiming for a nonphotorealistic style without using Freestyle or toon rendering. And I mostly just wanted to see what it would look like.

My first attempt:

Ignoring the tiling issue, the look of the floor intrigued me, so I made a mountain using Blender’s landscape generator and applied the same line texture:

At this point I realized I could avoid the tiling issue by writing a script to make a line texture for me, at the larger resolution I needed it at. (Update: I’ve posted the Python code for the script.) Here are some of the output textures:

Which gave me a mountain that looked like this:

Not perfect, but not too bad, either. I can see myself using the technique in some illustrations down the road. Here’s a turntable animation of the mountain:

Finally, for the heck of it, I set the displace attribute on the texture and re-rendered:

Kind of like pen and ink, almost.


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Ouroboros

I made this piece for the cover of an ebook edition of The Worm Ouroboros (coming soonish) and liked it as a standalone piece of art as well.

Made in Blender, rendered in Cycles, postprocessed in Photoshop.

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The Last Three

Made in Blender with some postprocessing in Photoshop.

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Family Outing

Made in Blender and postprocessed in Photoshop.

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Parallax animation test

An animation test I painted in Photoshop and threw together in Blender, mainly just to play around with parallax layers (and to get back into doing animation again):


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Blender Quicktips resurrected

I’ve resurrected my Blender Quicktips site and will start posting more tutorials over the next few weeks.


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Cube lattice animation test

Playing around more with Blender, I used a lattice to deform a cube. (I’m teaching myself animation.)

The background is painted in Photoshop, then composited in via Blender’s node editor. As for the animation itself, I subdivided a cube, then added a lattice modifier and used shapekeys on the lattice. Seems to work pretty well.


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Hatchery

“Hatchery,” a new piece done in Blender, with some Photoshop post-processing:

I was going for something more whimsical/alien with this one.


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