Archive for the ‘Graphics’ Category.

Animated Flag

an example of the cloth and wind effects available in Blender 2.45

Blender just keeps getting better…

Soccerball

A rendering of a soccerball.

soccerball.jpg

soccerball.gif

An Animated Yin-Yang

Rendering of a printed circuit board

Rendering of a printed circuit board

First decent version


with the full version here.

Renderings of the Puzzle-Box From the Hellraiser Series

an initial rendering to check for lighting and placement


 
 
after rebuilding and cleaning the meshes (and a few tweeks on lighting)

 
 
more streamlining of the meshes and animation, and if it were constructed of aluminum.

 
 
the textures are tedious, excessive time must be spent either setting them up within Blender, or designing them outside of it.
given that it is far too easy (for me at least) to do something horribly wrong while editing the maps within Blender, I chose a method using the “excessive design” approach. the map specifics are exported to SVG, then edited, then converted to PNG via a script for Blender to import.
I’ve also divided the meshes a bit more, and added more animation.

Spherical Heightmap Rendering

a video of the rendering series

a single image of the rendering
sphere-heightmap-earth-04.jpg

a single image of the rendering with some special effects
sphere-heightmap-earth-05.jpg

Dice Set Rendering

A series of dice sets rendered for an online dice roller on FireWaterPro.net.

feel free to use them, and send us a link or post a comment to show off what you’ve done.

Black

Blue

Green

Orange

Pink

Purple

Red

Heightmap Rendering

Rendering of maps using image heightmaps

Earth

Luna

Mars

Venus

thanks to JHT’s beautiful planet maps at planet texture maps

“Drips”

More playing with Blender.

“Crystal” v2

Playing with emmiters, path follows, alpha masks, and shared objects in Blender.

“Freya” v3

Playing with emmiters, path follows, alpha masks, and shared objects in Blender.

BCC AT Building

BCC AT Building, Overview

the latest update, I’m still getting a few artifacts.


 
 

BCC AT Building v2, Low-Q

Playing with structural modeling and path follows (and possibly too much so with light energy, oops).


 
 

BCC AT Building v2, High-Q

Playing with structural modeling, path follows, and alpha values (and patience, ~7 hrs to render).

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