A Free, Software Agnostic 3D Course Launches at lyndondaniels.com A new course covering the fundamental constructs that bind all high-end 3D applications has just launched at lyndondaniels.com/education/3D Although this course is […]
Continue reading »Category: 3D
New Free 3D Course Coming Soon
“An Introduction to 3D with Lyndon Daniels” is a new online course for beginners to 3D Content Creation that will be coming out soon. The course includes extensive documentation, quizzes […]
Continue reading »DepsGraph Granularity and Expected Bone Evaluations (in Blender)
Consistency through Usability The current functionality of the Dependency Graph within Blender, is to evaluate an Armature in whole rather than each Bone within the scene. Although, this works effectively for simpler […]
Continue reading »Vampiro WIP VII: Fire and Smoke in Cycles
Creating a Cycles Fire and Smoke Shader Currently (as of Blender 2.71) the Cycles Rendering Engine is lacking a default fire and smoke Shader when utilizing Volumetrics Rendering. As a […]
Continue reading »Minotaur XVI: Control Rig
Creating Controls for an Animation Rig Control rigs are used to abstract the complexities of an Animation rig, which in turn transforms a Pose rig. By simplifying the controls of […]
Continue reading »Vampiro WIP VI : Masking in Cycles
Creating Semi-Transparent, SSS, Veiny Wing-Skin The Cycles Rendering Engine in Blender has many unique qualities that tend to set it apart from other Non-Realtime 3D Renderers such as the ability […]
Continue reading »Vampiro WIP V : Material Nodes
Creating a Generic, Night-time Skin Shader The obvious advantage of a Generic Shader is in the ability to re-use the Shader but still maintain applicable customization properties, such that a […]
Continue reading »Vampiro WIP IV: High Frequency Detailing
Creating Normal Maps High Frequency Detailing differentiates from High Resolution Sculpting as the process will generally require a completed Medium to High Resolution Sculpt in which the model’s topological structure […]
Continue reading »Vampiro WIP III : Prepping Models for a Color Pass
Retaining Quality and System Integrity As the models in this image will be used for a still frame, the topology contributing to their appearance will not require deformation for the […]
Continue reading »Vampiro WIP II A Quick Tip on Fixing Erroneously Baked AO Maps
AO Maps Baking with Dark Islands There is a particular problem with regards to baking AO maps that seems to come up quite regularly in my projects. This problem is […]
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