Showing posts with label 3d doodling. Show all posts
Showing posts with label 3d doodling. Show all posts
Thursday, October 2, 2014
Tuesday, September 30, 2014
Updated shot sheet requests
Monday, September 29, 2014
vase
Labels:
3d doodling,
animation,
Art,
Blender 3D,
cycles,
Photoshop
Friday, September 26, 2014
Tuesday, September 23, 2014
Tomb Raiders and updated skycam
Tomb raider shots one with night sky, one with alpha skyline
updated graveyard layout map
render from grid 5i to 3j, alpha skyline
Monday, September 22, 2014
Wednesday, September 17, 2014
Layout and comps
How does the cookie crumble?
I have a bunch of assets. Here are some renders of them for above and another using a fish-eye render. The placement of everything was kinda "as I made something stick it on layer 1" kinda plan. There is not rhyme or reason. Everything is change able
Monday, September 15, 2014
Monday, September 8, 2014
Thought I would take Death for a spin
Orbit of Death character
Here is the Death character for the current project I'm working on. No real materials on the bones yet. And I'm not happy with the rig (rigify, things I did something wrong with his finger bones... Running out of time...
Labels:
3d doodling,
Adobe CS,
animation,
Art,
Blender 3D,
Creative Suite,
death,
design,
doodling,
grave.Cl,
modeling,
monster,
Photoshop,
rigging,
rigify
Thursday, August 28, 2014
Wednesday, August 27, 2014
Grave yard props
Graveyard progress
Sunday, August 10, 2014
Grave yard
Working on a new side collaboration project. I will be building a New Orleans style graveyard in Blender.
Built a few crypts.
I Modeled a few variations with a small variety of textures. I wanted to layout a grid of crypts and vaults. I tried using dupli faces. This worked but it was tedious laying out each type of element.

Above is a test render. I ended up with a dozen different grave sites. I wanted to lay them out in a grid with randomly selected elements. Using a plane with a particle emitter place on the ground plane, I was able to generate a random grid of my grave elements placed in a group. I set the start and finish to frame 1. Lifetime
set beyond scope of project. Forces set to 0. Had to play with rotation and scale to get what I wanted. Adjusting the resolution changes the random pattern. The test render above has 4 emitters on the ground plane. Once the modeling is done it was very quick and easy to set up the particles.
Built a few crypts.
I Modeled a few variations with a small variety of textures. I wanted to layout a grid of crypts and vaults. I tried using dupli faces. This worked but it was tedious laying out each type of element.
![]() |
| Click to see full render |

Above is a test render. I ended up with a dozen different grave sites. I wanted to lay them out in a grid with randomly selected elements. Using a plane with a particle emitter place on the ground plane, I was able to generate a random grid of my grave elements placed in a group. I set the start and finish to frame 1. Lifetime
set beyond scope of project. Forces set to 0. Had to play with rotation and scale to get what I wanted. Adjusting the resolution changes the random pattern. The test render above has 4 emitters on the ground plane. Once the modeling is done it was very quick and easy to set up the particles.
Update:
I was getting a repeating pattern of grave elements. I think I resolved it by increasing the end time for the particles, this allows them to become more random...
Tuesday, July 22, 2014
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