Tag: Blender (Page 1 of 2)

Digital Painting in 2013!

Okay, so this is really bad since there was no plan ahead of time and no composition and no real underlying talent, but it represents a start on finally learning to do some digital painting. So there’s that. Clearly I’m starting with basically no idea what I’m doing, but I have to admit to really enjoying this particular activity. So there’s also that. I’ve dabbled in digital painting a time or two before but this is the first time I’ve ever tried it in a larger format. The version you see here is reduced considerably. I used Gimp 2.8 on Linux Mint.

Digital Death

Digital Death

I also did some Blender modeling – an eyeball. I spent more time figuring out the best render settings than I did modeling the eyeball. Boy could I use a couple of GTX 580s about now.

Blender Eyeball

Blender Eyeball

A Little Laptop Recursion

But only a little. This is my first real project using Cycles in Blender and I still have quite a bit to do. As a WIP I thought it might be neat to put a screenshot of me working on the laptop on the laptop – if you see what I mean. That won’t be there in the final. Oh, no, it’ll be quite different and soon…

Laptop Recursion

Laptop Recursion

Blender 2.5 texture node problem

I’m following Andrew Price’s Introduction to Texture Nodes tutorial and applying it to Blender 2.5. Everything seems to be working except the Bump map portion. For some reason, it doesn’t seem to apply in the texture channel even though I can see it correctly (as far as I know) in the node editor. A screen cap is below (click the image for a larger view):

Blender 2.5 Nodes Problem

Blender 2.5 Nodes Problem

I didn’t put up a screen cap of the other three channels because they all display properly. I realize that this may just be an “alpha” problem, but if it isn’t, anybody know what I may be doing wrong or what the problem is?

Late night Blender play

Here’s my first go at the whole hair thing:

Hair Ball

Hair Ball

And here’s the final result (so far) of my attempt to make a cobblestone street with purely procedural textures and the material and texture nodes. Not quite there, but on the right track.

Cobblestones, shmobblestones

Cobblestones, shmobblestones

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