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Showing posts with the label tutorial

Translucent plastic

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Hello everyone . Today I bring you a material that I liked . A translucent plastic. In this case use Blander Cycles 2.71.6 . I welcome your comments . Hola a todos. Hoy les traigo un material que me ha gustado mucho. Un plástico translucido. En este caso use Blander Cycles 2.71.6. Espero sus comentarios.  

Cycles Sub Surface Scattering Test (marble and grape)

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Here are simple tests shading. modeling has been left in the background . I welcome your comments and suggestions.   En este caso son simples pruebas de sombreado. el modelado se ha dejado en un segundo plano. Espero sus comentarios y sugerencias. Marble ( mármol ) Radius ( 0.925, 0.905, 0.884 ) Grape ( uva ) Radius (0.987, 0.943, 0.827)

Wrench (Llave inglesa) Materials and wire

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After some comments on the final shader pipe wrenches. Improve glossy shader level and thus it shows that the tool is metal and not plastic somewhat as I had been at first. This time I show nodes for the red handle. In which a pair of ColorRamp used to define the mixture to highlight and another piece bump map. As always comments are welcome. Luego de algunos comentarios sobre el sombreado final de la llaves para tubos. Mejore el nivel del sombreado glossy y con ello se nota que la herramienta es de metal y no un tanto plástica como me había quedado al principio. En esta ocasión les muestro los nodos para la parte del mango de color rojo. En el cual emplee un par de ColorRamp para definir la mezcla y otro para resaltar el mapa bump de la pieza. Como siempre los comentarios son bien recibidos.

Fox FV721 Modelling Challenge (Step 6: Shaft tip)

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This step models the tip of the front and rear axles. Modeling itself is simple but complicated when modeling the outer section where it looks like a rib with hexagonal holes for bolts. For one model it is a circle of 32 vertices. and added to another circle of holes 8. To simulate nervadua we made a first extrusion. and then add the circle of 8 in the section where it belongs. This also was extruded in the same magnitude and thus delineates the rib and then extruding continuous redimencionado the aguguero as needed. Once this is eiminan faces that left over and join the mesh. To make the rest of the agugueros (seven in total). Faces are removed which are not needed and the turning tool are copied to eight times the hole through 360 °. For bolts exaginales adds a 6-sided polygon. All edges are selected and divided 2 vecez each totaling 18 vertices. Is extruded and then modified to describe the way. To achieve sharp edges is used as the bevel tool shown in the image. En este pas...

Bump Node

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Hi all. Today I bring you a little trick, which is made possible thanks to Bump node. Because with it you can create different layers on a given node displacements well and so its influence is in this only by keeping the rest unchanged. If I tried it. In a previously created model I added a map bump in grayscale. This round and gave volume to the orange part of the label. But only for the diffuse material. Creating a first layer. Then mix it with a material where printing glossy plastic surface of a perfectly smooth and without influence bump map. This can create many different materials. This type of mix I saw this post Sanne user Hola a todos. Hoy les traigo un pequeño truco, que se ha hecho posible gracias a nodo Bump. Ya que con él se pueden crear distintas capas de desplazamientos en una determinado nodo bien y así su influencia es en este solamente manteniendo inalterable el resto. En el caso que lo probe. En un modelo previamente creado le agrege un mapa bump en ...

Chess Pieces (Blender Internal Render)

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This is a little exercise with Blender Internal. In this case we used a three-point lighting and HDRI image in the world. Este es un pequeño ejercicio con el Blender Interna. En este caso se usa un sistema de iluminación de tres puntos y una imagen de HDRI en el mundo.  Key light /  Luz principal  Fill light /   Luz de relleno o Luz de Modelado  Hair light /  Contraluz Luz principal (key light) + Luz de relleno o Luz de Modelado (Fill light) Luz principal (key light) + Luz de relleno o Luz de Modelado (Fill light) +   Contraluz (Hair light) The Bump map of the base to form a piece of marble.  El Bump map de la base para formar un pieza de mármol. Marble texture  / Textura Mármol. Material marble / Material mármol  Material from Red Chessmen / Material de las piezas de ajedréz rojas Material of white chess pieces / Material de las piezas de ajedréz blancas ...

Fox FV721 Modelling Challenge (Step 2: Rim) Video

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Modeling a wheel is a task if you want something complex depending on the model of the same in the case of Fox FV721 is a very simple solid wheel and therefore will not be difficult to manufacture. This video shows the basic steps for modeling. With the understanding that the method I use is only indicative and other forms of abordad this modeling. Modelar un rin es una tarea si se quiere algo compleja dependiendo del modelo del mismo en el caso del FV721 Fox es un rin solido muy simple y por ello no resultará difícil su elaboración. En este video se muestra los pasos básicos para su modelado. En el entendido que el método que empleo es solo indicativo y existen otras formas de abordad este modelado.

Model a single nut with Blender (Video Tutorial)

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In this video I show a simple way to make a nut or a screw head. With just a few modifications. The advantage of this method is that we can control the Number, of vertices that are desired. In this example, edges are subdivided into two but can be 3, 4, or more, and so achieves a higher quality finish. En este video muestro una forma sencilla de hacer una tuerca o la cabeza de un tornillo. Con apenas algunas Modificaciones. La ventaja de este método es que podemos controlar el némero de vértices que se desean. En este ejemplo las aristas se subdividen en 2 pero pueden ser 3, 4 o más y así se logra una acabado de mayor calidad.  Edit: Thanks to Bart Blendernation, having made ​​ known to the community this tutorial . Thank you very much. http://www.blendernation.com/2012/08/08/videotutorial-model-a-single-nut-with-blender/#more-29367

Make a cord with the modified Screw

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While modeling an old phone, I found the difficulty of the cord itself, but this was entrenzado. Thought and research and one of the opsiones that I found was easier to do this, I show in the following video: In this video tutorial demonstrates how to create a string with two circles and a bezier curve. It's very simple. But if you do not quite understand the functioning of these tools to people who start is very complex and the results are always optienen we expected. This video has no sound. I hope the explanation is complete and easily. As always can leave your questions or comments and concerns on the possible mediad will try I will give answer. Mientras modelaba un antiguo teléfono, me encontre con la dificultad de hacer el cordón del mismo, pero este estaba entrenzado. Pense e investigue y una de las opsiones que me resultó más sencillas para hacerlo fue esta, que les muestro en el siguiente vídeo: En este video tutorial se muestra la forma de crear un c...

Coffee cup / Vaso de café Part II (materials / materiales)

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Hi all, these are the materials and configuration of the scene of the cup of coffee as you can see is very simple but no less effective. Change the logo for a larger and use a UV map of 2048 x 2048 pixel and thus reduce it. Hola a todos, estos son los materiales y la configuración de la escena del vaso de café como podrán ver es muy sencilla, pero no por ello menos efectiva. Cambie el logo por uno de mayor tamaño y emplee un map UV de 2048 x 2048 y así disminuir el pixelado  del mismo.  Render Samples 200+AO+Composition Render Samples 200 + AO + Composition + No offset in the cup logo Material coffee cup The cover material headlight The logo used is owned by the supplier of coffee and is used only for illustrative purposes. El logo empleado es propiedad del proveedor de café y solo es empleado con fines ilustrativos. 

The DOF with cycles / El DOF con cycles

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The DOF with cycles is very simple. It identifies the camera lens to an object or a point on the scene and then set the camera aperture. You can also set the number of blades and rotation. The picture shows a yellow cross focus point of the camera and camera settings for DOF En la imagen se muestra con la cruz amarilla el punto de enfoque de la cámara y la configuración de la cámara para el DOF Sample Configuration for the DOF / Ejemplo de Configuración para el DOF The picture shows a yellow cross focus point of the camera and camera settings for DOF  En la imagen se muestra con la cruz amarilla el punto de enfoque de la cámara y la configuración de la cámara para el DOF El DOF con cycles es algo muy sencillo. Se delimita el objetivo de la cámara a un objeto o a un punto de la escena y luego se establece la apertura de la cámara. Tambien se puede establecer el número de Blades y la rotación.  Para lograr el limite de la cámara, en la sección Display,...

Integration of a real image generated images in Blender (Cycles) Second method

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Updated: After hearing many comments and observations. I redid some stage of the model. I focus on both the integration that leaves aside the physics of light on the topography of a scene. Take the new lamp and add a comabios on the plane receiving the shadow of the object and add some cylinders receive the shadows of the steel bars that are in the photograph and the time will mask the areas where the shadow insiden. This is the approach of the scene. After completion of the rendering I did a little retouching in gimp to unify the image and correct some faults of the mask used. And I got this picture, which though not a perfect shadow. As a concept and exercise is very helpful for future work. Gaps and shortcomings of the method used: These are indeed complex to achieve integration of the shadows. The lamp of the receiver as well. But the picture changes the texture of the shadows generated by the    darkening of an area. The bar to be darker gene...