I have uploaded on blendswap a simple cycles shader which you’ll find helpfulI if you are using some softwares like substance painter or quixel suite : just plug the maps and you are done !
Ok, here is a description of one part of my work, teaching things I am still learning ! In this case, digital drawing (or painting if you prefer, and I think you learn about it all your life).
The objective of this post is to give some ideas to people wishing to introduce school children to digital painting but who are a little scared or don’t know where to start !
Based on this making-of by Michel Strombeck I made this image for fun. Skin shader is not as good as I wish, but I have spent enough time on it.
This is my new wallpaper (looks great on lightdm) :
I ended with it after following this great tutorial by Blender Cookie.
The shape is generated from a track by Mogwai (friend of the night) and the glowing rainbow colors are at the opposite of the mood of the music video.
The process is quite interesting, and it makes me working in python, so I will do some similar pictures in near future, trying to catch the spirit of the song with the shapes and the colors.
Here you can get the WQHD picture if you want.
Model of the day, In a classic and colored fashion, made after having seen a tutorial for modeling this kind of furniture in 3DSmax…
Available on blendswap here.
I am playing with the GSOC 2013 paint and I just realised I didn’t used all the tools available in it. But on the other hand I tried something I had never done before and it turned not too bad.
I used mostly the texture mask with the cutoff option (not present in 2.70a and in 2.71RC, but it’s ok without it) to generate a grayscale texture which is used to mix several procedural shaders (and you can use this texture as an input for those shaders, like color variations, roughness variation, etc…).
The thing you need to know is that each mixing shader node has the texture followed by a converter node coloramp as a factor input. Then you have to do the same for the bump, in order to have scratch deep, rust higher or lower than paint, etc… With some organisation it is easily manageable.
Of course it is easier to achieve a good result if you use a tablet and some brush textures. And by using the material mode in the 3D viewport, you can see how you are mixing your materials with pressure variation. Kind of cool ! With a low opacity black brush, It’s like if you were scratching more and more the paint stroke after stroke to reveal the metal !
The more materials you want to mix, the less freedom you have in the value range of your brush, or the more sensible it is… In fact it is defined by your coloramps, and the cool thing is that you can tweak how tight are the transitions between materials after having finished your paint by modifying the colorramps, and you can animate them if you want to show the aging, or change the colors easily (blue or green paint but keeping the metal and rust same color for example)… It is very flexible.
Here is an example of what you can achieve with this method, it could be better but I only painted one grayscale texture.
And here is a blend file with a cube ready to be scratched if you want to test.
I just released a katana model under CC-BY licence on blendswap.
You will find it here.
I decided to render this shot in blender internal. It’s the easy way, but I will render some acting shots in cycles, and perhaps some in mentalray…
So WS4 is over, and I need to work more on acting and facial animation before going to WS5. It was quite hard, and my off-screen life didn’t help neither… At the beginning, I was planning to go back to iAnimate in September, but it will be later. Not enough time…
So during this long break, more animation, a bit of python, a bunch of rigging (I want to animate my own characters in blender), some modeling, and some rendering tests of old shots (a move towards cycles perhaps).
So let’s go by listing some resources for learning python :
- http://www.checkio.org/welcome/ (this one is a game)
And some useful resources for learning rigging :
- Mancandy DVD (even if it’s done on blender 2.4x series, it’s still working in 2.6x)
- Humane Rigging DVD (available at the blender e-shop)
- Sintel facial pose creation (more videos about this process are on the Sintel DVDs)
You can find a lot of rigs for blender in blendswap, and the rigify auto-rigging addon by Nathan Vegdahl is a great one too. I personally like the eleven rig for its simplicity, which has been ported to blender by Kiopaa.
Just in order to put a picture in this post, here is a prop I made for a shot :
Seems we are in 2013 now ! Cool, we made it (yeah, the Mayas were wrong, haha !)
So what’s new ? Approved for WS4 which is starting right now, quite exciting as we are going into facial acting (I have never done lipsync, so it’s going to be quite tricky).
I haven’t fully polished my WS3 assignments yet, so I will come back to them later. There is so much to do as I want to render the whole thing with good lighting and good shaders… And I have a lot of things to model around. This small truck for example was one of the things I was needing, and I decided to release it under CC-BY licence. You can download it here. And here is a short render in order to test the rig and lights (the shot in which it will appear is all by night)
So one year at Ianimate ! It has gone so fast and I learned so many things, it’s really awesome !