The X, Y, and Z
Tuesday, June 5, 2012
More Cycles
In conjunction with using Cycles for animation (which looks pretty slick, although time consuming on account of there being no support for texture baking at the moment), I have been working on reducing noise and fireflies that present themselves often when using Cycles. I found a good combination is to use limited global illumination in the integrator to reduce the amount of caustic light bounces, turning off "sample as lamp" for most light sources, and kicking up samples to 1000-2000 for a still shot. Tried out using Cycles for my new resume design.
Tuesday, April 17, 2012
Stargate Temple
I've been wanting to jump into Blender's Cycles engine so I went ahead made this simple Stargate scene. Cycles is pretty amazing, to say the least. Way more robust than the old internal renderer. Reflectivity, bump mapping, and lighting is a lot more natural and realistic. Depth of Field has been rebuilt where you no longer need to use a compositing node and you don't get those bad looking artifacts when an object cant decide whether it should be in focus or out of focus. The best feature though is the real time renderer. You can edit, move, and model elements within your scene and have Blender constantly updating a low sample render view so you can see what your changes actually look like. No more, sitting around for a twelve hour render only to realize your texture isn't mapping right, or the lighting isn't strong enough.
Tuesday, November 29, 2011
Lil' Robo
Been working on rigging a little robot model for a short animation. Then I wanted to do a photo composite.
Saturday, October 8, 2011
Thursday, September 29, 2011
Subway- Altered Perspective
Trying out the simple deform modifier...a very useful, quick way to get really elegant bends and twists out of complex objects that would normally take forever to model by hand.
Wednesday, September 21, 2011
Ornithopter
Ornithopter Commercial
A project I have wanted to do for a while. Based on the description of ornithopters in Frank Herbert's Dune saga. The design was drawn in Photoshop, then modeled, rendered, and animated all in Blender 2.59.
A project I have wanted to do for a while. Based on the description of ornithopters in Frank Herbert's Dune saga. The design was drawn in Photoshop, then modeled, rendered, and animated all in Blender 2.59.
Tuesday, May 24, 2011
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