I’ve never been disciplined enough to maintain my blog updated; so once again I’m starting to post here, hoping to keep it this time, mainly for portfolio purposes (and this is the biggest motivation to do it), but also to create the habit of doing regular posts at least twice a week. Besides the portfolio, I’ll also try to post some tips and tricks I’ve found over the years regarding modeling, rendering and animation in Blender.
Now head over to the Portfolio section to see some of the things I’ve done, most of them are just personal projects, unless noted otherwise.
I made this for the september competition at BlenderGuru.com. The theme is “Underwater”, so I decided to take an old model to create this. It’s done with the Blender internal renderer and a lot of help of the compositor. Only one small final color correction in Photoshop.
Here’s another Sculptris lunch sketch, done in 30 or 45 mins. It’s just so easy…. take a sphere and do whatever you want with it!!! No geometry stuff, no topology stuff, none of that, just sculpt for the f”$# of it!! :D
Seems like finally the Pixologic guys are going to give us that in the Z4R2 (Zbrush 4 Release 2) with the new Dynamesh tools. Awesome!!!
I managed to finish the face rig and it looks pretty cool, but now that I fully understand the process I’ll go back to polish the model and add a few things to it. I’ll turn him into a mexican Luchador, so there’s still many things to do. Once he’s finished and fully textured, I’ll create the rig again from scratch, to study it more and hopefully make it better. Finally, once all that is done I’ll make a little animation to test it.
Here’s the ref sheet for the mask and the overall look of the character, and a few more render tests:
I’ve been catching up with some Blendercookie tutorials that I had in my watchlist for quite some time now about rigging and animation, and one particular series caught my attention (check it). The title says “Advance face rig”, and as rigging have always been one of my fears, I tought it would be too hard… but once you see the process is quite the opposite, creating the blendshapes and it’s controllers is actually pretty easy!!!
So, I took this model that I´ve been working on and decided to try it on him, there are just a few basic blenshapes for the mouth and the nose, but so far is coming out nicely.
I’ve done a few test renders just for the fun of it :D (the textures and displ maps still need to be added).
Note: the eyes, eyebrows, cheeks and forehead haven’t been touched yet, thats why he looks so funny :P