Produced by Blender Studio. Made in Blender. Rated PG-13.
Character retopology work I did on Sprite Fright.
Checkout the showcase !
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Exploring realistic facial shapes with Blender – WIP.
Checkout out the showcase !
Raw mesh, color map, facial compression shape in Blender.
Raw processed results using R3DS Wrap. Series of morph target expressions on mesh with respective 8k color maps.
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Posted in Blender, Photogrammetric |
Tagged 2.83, 3d scan, blender, expression, facial, female, gimp, human, photogrammetric, r3ds wrap, wip |
Reduced render time by 50% and removed banding on background by using combination of Blender’s 2.79 new features:
– preview rather than final sampling
– limited rather than full global illumination
– shadow catcher plate with composited background rather than usual studio floor setup, effectively not generating banding.
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Posted in Blender, Portrait |
Tagged 2.79, banding, blender, carrot, compositing, cycles, denoising, global illumination, hugo, jack russel terrier, jrt, shadow catcher, studio floor setup, toy, turnaround |
The purpose of this project is to explore the giclée printed medium.
View full showcase.
ZBrush sculpt, screen capture – WIP.
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Blenderella, Advanced Character Modeling, originally released in 2011 as a training DVD for Blender Institute.
Get the complete tutorial at:
Blenderella, Advanced Character Modeling by Blender Foundation ( CC-BY-3.0)
Human Reference Photos from 3d.sk (used with permission)
Check out the
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Posted in Blender |
Tagged 2.5, 3d, 3d.sk, animation, blender, blenderella, cg, character, clothing, commons, creative, dvd, face, female, geometry, gimp, human, model, modeling, modelling, open, polygon, quad, topology, training, tutorial, workflow, workshop |
We finally moved our rendering pipeline over to cloud providers.
VIDEO Here was the render setup:
240 frames at 1920×1080 with cycles, split into 20 regions per frame.
Total machines: 49
Rendered files stored using Google Cloud Storage.
Render result summary:
Total time: 5h 45m
Average per frame: 1m 26s
Average time per frame would be better if “aws” machines performed normally while using free tier instance. More details below.
VM instance provider summary:
bx – IBM Bluemix – 1 month trial ?!
Only provided a Kubernetes cluster with 1 worker node in their free trial.
Since we required access to many VM instances, integration to render pipeline was postponed for now.
aws – Amazon Web Services – free tier – EC2 instance 750 hours
1 core w/ 1Gb ram
Intel(R) Xeon(R) CPU E5-2676 v3
Average time per pixel = 12.46 ms
@ 0:15 seconds, we can see the CPU taking 9-10 more time than all other providers.
az – Azure – 1 month trial – $250 CAD credit
1 core w/ 2Gb ram
Intel(R) Xeon(R) CPU E5-2673 v3
Average time per pixel = 1.76 ms
gcp – Google Cloud Platform – 1 year trial – $410.24 CAD credit ($300 USD)
16x Custom preemptive instance
1 core w/ 2Gb ram
Intel(R) Xeon(R) CPU @ 2.30GHz
Average time per pixel = 1.38 ms
vgt – Vagrant (free) / Virtualbox (free) running on Windows 10 (not free) – internal cluster
2x Virtualbox VM
4 HT cores w/ 3Gb ram
Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz
Average time per pixel = 0.86 ms
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Posted in Blender, Cloud |
Tagged amazon web services, aws, azure, blender, bluemix, cloud, cluster, gcp, google cloud platform, monitoring, render pipeline, timelapse, vagrant, virtual machine, virtualbox, vm |
Dragon Baby Scales, blanketed by his wings.
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Sintel & Scales models created with Blender.
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Sad Sintel model created with Blender.
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Model created with ZBrush and Blender
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