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    Archive for the ‘News’ Category

    Guardians – Community Help

    Sunday, February 7th, 2010

    Hello awesome Blender Community!

    Thanks for the comments on the Guardians in the previous post, I agree with most of them.

    For those who mentioned the time frame and scale of the project – that is the main reason the characters look the way they do. There are plenty of other factors I can point the finger at like:

    • getting familiar with using 100% Open Source and Creative Commons tools and resources
    • uncertainty about things working in 4k
    • not being used to the visual style we are trying to work in (not quite Pixar stylised but much further in that direction than realism)
    • not using things like raytracing, higher polycounts for base meshes and most other tricks I have been trying to previously construct a workflow from…

    …but the main issue is still good old fashioned time.

    (more…)

    Guardians

    Friday, February 5th, 2010

    Always room to improve (with the exception of time), but at this point here are the Guardians. 🙂

    –Ben.

    F12-time

    Tuesday, February 2nd, 2010

    Lots of artifacts, no real coloring, material work or texturing… but it has character

    HAAHAHaha Stayin’ Alive

    alley_blog_01

    cheers,
    -soenke

    Library Linking & Asset Management

    Friday, January 22nd, 2010

    At the studio we have to be able to maintain and work collaboratively with a large number of files. For those who are interested, I made a little tour of the system we have set up as well as the process within Blender to link in groups from other .blend files.

    Word of caution: when working with files that reference other files, be *very* careful with filenames and filepaths! Moving files around or renaming things can result in quite a headache.

    –Colin

    Edit: Here’s a link to Blender-aid, the content management tool for Blender I mentioned in the video.

    Guardian Progress

    Tuesday, January 19th, 2010

    (Updated with hairy beard render)

    Hi all,

    A bit of a quick update to keep the community in the loop.

    blog_guard_progress

    (Thumbnail of course)

    It’s been an experience trying to get things together as quickly as possible. How I would ideally like to do it is treat each character completely individually, have fun with the topology, all the unwraps and textures, spend a lot more time dirtying all the clothing and so on. Basically get really involved on every level and push and tweak things around  because I find all that quite enjoyable.

    The schedule here is much tighter than what I have worked with before both in and out of a studio environment, so I am (gradually) getting used to the mindset of  ‘have something that works as soon as possible and progressively refine with the time remaining’. With that in mind, these guardians are getting close to the ‘something that works’ mark in the sense of texturing. There is more to be done – especially the faces with scars, eyes, individuality and so on – but for now I’m moving on to the hair, and fur for the cloaks. Mix of hand painting and photo reference. The skin is all hand painted (though WIP) but I like how that is coming along. Was quite enjoyable seeing as I haven’t hand painted skin textures for a while.

    Anyhow, that is where the guardians are at. Much that could be refined or simply added but we’ll see what time permits.

    (more…)

    A couple of quick UV updates

    Wednesday, January 13th, 2010

    Hi all,

    Export UV Layout is back in 2.5 and is nicer than it used to be:

    Sintel Unwrap

    Also, you can now edit the right half of a symmetrical UV layout / mesh and then mirror it to the left half:

    mirror_face_uv_export

    Anywho, not the greatest examples –  just a quick post to let you all in on the joy of having this stuff working! Character texturing is currently going on at the moment so as you can imagine it’s quite handy. 🙂

    – Ben.

    Face

    Tuesday, January 12th, 2010

    face_rig.jpg

    –Nathan
    (more…)