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 »Category: Vampiro WIP
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 […]
Continue reading »Vampiro WIP I Sculpting Notes
Modelling and Sculpting I’ve resumed work on the image I started last year and as I mentioned I would be posting more about the process. When I was making this […]
Continue reading »A New Image In The Making
Inspired by MakeHuman I couldn’t resist sharing this post with you of a WIP image from my latest project in Blender and MakeHuman. As you can see the image is […]
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