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Showing category "wip" (Show all posts)

Make Human to chibi WIP

Posted by Marius Oberholster on Thursday, March 3, 2016, In : wip 
Hey all!

Recently, I've had someone comment on the Make Human to anime tutorial, asking how far the geometry edits can be pushed in Blender. The answer is: "Surprisingly far". Of course, this means he wants to keep the rig intact and that does mean your edits are limited, a lot more so than if you were to model and rig it yourself - one of the advantages of Make Human is that most of the work is already done.

Now, for the tutorial, I got this result:

(I still luv this result!!! :D)

For some, it i...

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Background tests

Posted by Marius Oberholster on Friday, October 30, 2015, In : wip 
Hey all!

Recently, I was prompted by GOD to look into making stronger backgrounds for toon objects and that meant higher sample rates and smooth shading - none of these are good for toon-shading, because they all produce smooth colors and areas, not hard ones, but through about an afternoon's scene building and a night's compositing, HE helped me get it done, so now you can get a result like this:


Now, this may not look like much, because it seems like a silly example, but you have to look beyo...
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Finished eagle! Well, almost

Posted by Marius Oberholster on Tuesday, August 26, 2014, In : wip 
Hey all!

Wow! We're really getting quite a few posts this week, hahaha. Okay, so, yesterday I showed you guys a progress on the eagle here and the eagle's materials almost done on the portfolio blog at this post. Now, you get to see it rigged to a useful part (except for the beak):


(made for Cross Allegiance - see more here)

I really like this image, because it was extremely difficult to make, but GOD helped me, but secondly, because it turned out to be a serious image and not cute (which it was...

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A little progress report

Posted by Marius Oberholster on Tuesday, February 18, 2014, In : wip 
Hey everyone!!

Today I get to share a little progress shot from something I'm currently working on:


Currently, this looks more like a caustics study, but actually the scene as it sits is exactly that! It's part of prep work. The ocean floor is right (in terms of distance and possibly color) and so is a lot of the compositing. It has an old-style photo feel that I am really really liking so far.

Now, when I post something, I want it to benefit you, so I want to give you some sort of help. Today, ...

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Volumetric simulation

Posted by Marius Oberholster on Monday, January 6, 2014, In : wip 
Hey all!

Let me just clarify that simulation here is literally meant. The game engine so far, does not contain volumetrics, but it does contain some things that can help you fake it, if you will, ie, simulate it.

I'm currently working on clouds and it looks great so far, but I think it can stretch far beyond just clouds. I would say that this method does require either a time lapse for a new scene or manual inserts to close the gap, at least initially.

For the moment, I only have this to show yo...
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Edit in progress - - - -

Posted by Marius Oberholster on Tuesday, April 9, 2013, In : wip 
Hey all!

As you know, the book is in it's editing stage and I have to say, I've had some moments where I couldn't follow it, hahaha. Thankfully, when taking the time to go through it, I found that things do work out if you are familiar with Blender. Today I tested the run-off part of a tutorial and I am happy with this quick result:



The above is completely done with Cycles and procedural textures (100 samples) and I think it came out really well. I did however find a flaw in this section that d...

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Bricks that go crack

Posted by Marius Oberholster on Wednesday, April 3, 2013, In : wip 
Hey all!

Been editing the book (yes, it is that far along, can you believe it?!) and along the way I've encountered some really strange paragraphs, lol. This morning was almost like an entire section. In the Ruin tutorial, I explain how to make cracks and how to add them to the ruin and I was reading this section and going "wha'?!", hahaha. Anyway, I thought let me just open Blender and work this section through and see what I get and I really liked the result, so I thought I'd play with it a ...
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Feature wall

Posted by Marius Oberholster on Monday, January 21, 2013, In : wip 
Hey all!

Been working hard on the tile tutorial and today I can actually show you an example from the tutorial itself. When you go through this one, you'll be shocked at how simple this truly is, but that's later. Here's the sample from the tutorial:

As you can see, this is for a feature wall, but currently it lacks vibrancy, because it is in a limited lighting area. Anyway, you can tell that the tiles don't gloss like they should, but I have an idea of how to fix that.

I hope you are still look...
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Update on tiles - example

Posted by Marius Oberholster on Friday, January 18, 2013, In : wip 
Hey all!

Here is a practical example of how the tile tutorial would work for you.

This is what happens if your unwrapping is out and you try tiling:

While the displacement is in such a state that I am fairly happy with it, the tile sizes are most certainly not. Just look at the difference between the hallway leading to the platform. They are almost half the size and that does not work right for what I want in this scene, so I had to unwrap it in a more custom way.

It then came out looking off a f...

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Tiles

Posted by Marius Oberholster on Monday, January 14, 2013, In : wip 
Hey all!

I've seen people using tile textures, but some were not properly cropped and created some thicker grout lines and that does not bode well for realism. There are solutions with procedural textures and in the book I explain two of these. This represents the easier of the methods:

As you can see, the floor is almost perfect, but still has some irregularities (examine the grout lines and you'll see they are not perfect, because they shouldn't be).

The second method builds on the first and g...

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An example

Posted by Marius Oberholster on Thursday, January 10, 2013, In : wip 
Hey all!

This post is sort of linked to the first in terms of what you can do with procedural textures (quite a bit to say the least). This one, is about a touch of realism mixed with formalism (in the sense of adhering to recognizable forms, not expression through form). Here is what I mean in English: the picture depicts something real that does exist, so it is recognizable, yet it is not photo-realistic, but more stylistic.

In this case, the moon:


This, like the previous posts, is all contain...

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Another peek

Posted by Marius Oberholster on Tuesday, January 8, 2013, In : wip 
Hey all!

I've been working on another part of the book this morning and made this as a demo:


This part is all about art and being creative with procedural textures. So that is a yes, all three are made using procedural textures (^^,)! I like to call this set: Growth.

Remember, you can also go more literal on it:

This set is simply called: Stages (looks like some sort of planet or star in it's different stages of it's life cycle).

Anyway, I am not typically a fan of abstract, but since the photo-re...

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The main animation has finished!

Posted by Marius Oberholster on Tuesday, December 4, 2012, In : wip 
Hey all!

Firstly, let me say that there is a new Blender Guru competition running this month; Christmas!! This marks a solid year of Blender Guru entries for me! So cool!! Already have a concept, but for those of you interested in participating this year, check it out!

Back to business though. Originally, I rendered the animation without having added a misty effect that you find underwater; the further you look, the more solid blue it becomes, so that needed to be added. It looks like the fish ...
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A little progress

Posted by Marius Oberholster on Friday, November 30, 2012, In : wip 
Hey all!

Remember yesterday's post? Well, this is taking yesterday's work just that step further:


I really like it, but I have to admit that it could've used some grasses, stones, possibly even a tree (oh yes, there are underwater trees and underwater lakes). Eitherway, it came out cool.

For this image, I actually used the motion blur in Cycles. On my GPU mode it seems to support motion blur, but since my CPU is stronger, it's a waste trying to render with the GPU. Now, both working together, th...
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Always learnin'

Posted by Marius Oberholster on Thursday, November 29, 2012, In : wip 
Hey all!

I just adore that HE has given me the chance to work in 3D and to be able to watch tutorials. Today I watched two in particular:
Sparks and motion blur in Cycles
Boid particles in Blender

Absolutely fantastic, but I didn't finish watching the one on the boid particles. Reason: he showed me what I wanted to know in that moment, but I do want to finish watching it tomorrow, if HE allows.

I definitely recommend both of these tutorials, especially the one on the sparks, because Andrew put tog...
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Getting it to not look generated

Posted by Marius Oberholster on Wednesday, November 28, 2012, In : wip 
Hey all!

The title is easier said than done, especially with bad reference, but, I used what was at my disposal and it came out quite well:



If you know trees, you may (hopefully) recognize what I was aiming for here. While I do like the result as a sketch, so to speak, it is by no means a satisfactory result for a tutorial. It still looks too fake, although it does look very stylized.

Hope you like it!

Thank YOU!!!!!!!

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Been busy, but here's an update

Posted by Marius Oberholster on Monday, November 26, 2012, In : wip 
Hey all!

It's been a while since my last post, but I am glad to reveal an update on the next tutorial. Hope you all like it!!:


This is not a very complicated scene, but it is one that has enough detail imo to show what the trees will look like in a scene.

There is no tree focal point. In fact, before adding another in the middle, the sky was the focal point; not good. Now, it begs the viewer to look for a spot. Sort of like you would when going to a park. Hopefully that's the effect here, lol.

An...
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Progress render!

Posted by Marius Oberholster on Tuesday, November 13, 2012, In : wip 
Hey all!

Really jazzed to get this one out today!



The entire list of things has changed a bit, as you can see, but, the main points remain, the most important of which was to get the ruin as the focal point.

The coordinates system is still a bit buggy with the ruin's textures (as you can see the floor's bump-mapping is gone and there are some black bricks), but the rest of the scene I am really jazzed about (though it's still not complete).

The background, makes it look as though there is DOF (de...
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First full render

Posted by Marius Oberholster on Monday, November 12, 2012, In : wip 
Hey all!

Happy to share this one with you!
It is only rendered at 50 samples, which isn't much, but apparently more than enough for this scene, so yey! Here's the render, followed by things that need to change:



 - Currently, there is no focal point, because everything is practically evenly lit. So for that I want to use light to set focus on the ruin itself.
 - The texturing is a problem, because sometimes Cycles renders it right, sometimes it doesn't (bug they need to fix). So the goal is not to...
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Test render

Posted by Marius Oberholster on Friday, November 9, 2012, In : wip 
Hey all!

I went ahead of the tutorial on this one for now, because I needed to see how this scene could be finished. The below is NOT the finished scene. It is only a test render and looks cheap and nasty (apart from the ruin, but even that is out of focus, lol):


Looks terrible.... lol.

Anyway, the night of, I was working on the trees. Making sure to keep it as simple as possible, but still giving as much detail as possible. It's a juggling act in every project (no matter how powerful your PC is...
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The first tree, sort of, lol

Posted by Marius Oberholster on Wednesday, November 7, 2012, In : wip 
Heya!

Today is a mystery post; the first tree made with procedural textures. While I personally think it doesn't qualify yet as one, since it's just the trunk (it's to add some space to the image and fill the gap in the composition on the left (plus it'll look extra cool once I add more shading and so on):



Soon enough I'll be making more and I hope you like them too and that they are not too stick-figure-like. Here's to making cool, low memory trees (^^,)! lol

Thank YOU!!!!!!!!!!!

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Ivies now have some leaves

Posted by Marius Oberholster on Monday, November 5, 2012, In : wip 
Hey all!

This is what the current preview render looks like:


I adjusted the above a bit, because it's lighting isn't finished yet and so it was a bit on the dark side, environmentally speaking, haha. Anyway, just added some brightness and contrast.

The leaves themselves are the most difficult and personally, I have to admit I couldn't get them as close to the real thing as I had hoped, but, I am very happy with the leaf shape:

I've seen this three-point shape not nearly as often as I would like t...
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Started adding some color!

Posted by Marius Oberholster on Friday, November 2, 2012, In : wip 
Hey all!

Today's post is more a taste of the final (though merely, if even, a shadow):


The inside of the structures needed to have a different color to indicate a different material.

The Viewport (or 3DView as I prefer) can have different colors assigned. It can help you see, to a very limited degree imo, the overall look your scene may have when completed.
   While the branches of the ivies have been completed, the leaves are just at the starting point. While preparing for this tutorial I had cr...

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Ivy is next!

Posted by Marius Oberholster on Thursday, November 1, 2012, In : wip 
Hey all!

What a mission! It was such a task to get this size of ivy in the scene. The generator works extremely well and it has nothing to do with the quality of the software. Blender rocks and the ivy generator too, but I was referring to getting it to render (Cycles is a bit more heavy duty than Blender Render, imo).

BUT! HE came through as usual and I added HIS suggestions to the book as well on how to get it going with a good look and proper detail.

For today's post, I made a clay render (fo...
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Run-off stains on the floor

Posted by Marius Oberholster on Tuesday, October 30, 2012, In : wip 
Hey all!

I took some time today to specifically look at some buildings and I saw that when there is a place that water flows down regularly, where it hits the ground or drips for a long time, there forms stains too, so I added some staining on the floor as part of the floor's aging, but I ran into some difficulties, because I wanted to do it my way, instead of listening to HIS way, but thankfully, it didn't take nearly as long as before for me to relent and do it HIS way.

This is the result of ...
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Run-off streaks more rough

Posted by Marius Oberholster on Monday, October 29, 2012, In : wip 
Hey all!

This is all for today, because I had some other work and it took a while to write and explain how to do it, but I am still very jazzed with the final result, so here is the old one and the new one:


left side = old run-off with displacement
right side = new run-off with displacement



Overall, I like it, but as you can see, the floor remains pretty much untouched since the last post. Will keep you updated!

Have a great one!

Thank YOU!!!!!!!!

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Some run-off streaks

Posted by Marius Oberholster on Thursday, October 25, 2012, In : wip 
Heya!

Worked late a night to get some more done and while I did get some work finished, it was more like a testing time than it was really writing. I needed to see if I could get the streaks I wanted in Cycles and I wasn't sure if I'd be able to, but HE insisted on HIS method for it being used (HE helped me last week with a theory on how to do it) and so I did and as usually it worked out well, giving this result after adding a bit to make them more convincing:

Remember that it's all procedural...
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Working on its age

Posted by Marius Oberholster on Wednesday, October 24, 2012, In : wip 
Heya!

Been working on a basic mask for the floor. This shows how it is progressing, from a top view (which you need to use while doing this, otherwise you don't have a clue as to what is where):



Basically, you can use gradient textures to make basic masks and I really do recommend them. I will also add though, that you will face some difficulty when it comes to coloring or boosting the brightness of the mask, without ruining it completely. I recommend adding a Brightness/Contrast one to make th...
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Adding some cracks

Posted by Marius Oberholster on Tuesday, October 23, 2012, In : wip 
Heya everybody!

Been working on the tutorial and, oh snap, is it taking a while, hahaha. Personally, I've learned a ton during the writing of the book and people's reaction to it when I show them what it's about and what they would be able to do with it is really a confirmation that this is truly an anointed (means favored and chosen by GOD) project. Thank you for all the support!

Today's work followed on the tip from yesterday, which is grouping everything into node groups making the whole set...
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Bricks in color

Posted by Marius Oberholster on Monday, October 22, 2012, In : wip 
Hey all!

I find giving you all updates on the tutorials as they progress, quite fun! Anyway, here is today's update. I have finished the mask and also the colored bricks (remember though that they are far from finished, this is just their base color):

While I am very happy with how they look currently, I am not satisfied that they look old (which they don't at all here, lol). So I will experiment a bit and see what works and what doesn't, but overall, I am very happy with the ratio of the brick...
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Progress on the tutorial

Posted by Marius Oberholster on Friday, October 19, 2012, In : wip 
Hey all!

I want to show you a little something more from the tutorial. A factor image. This is what I use to define what goes where when I texture, to find it what it designates, you'll have to wait, but I can tell you that I used add here, instead of subtract, because I am going for something a bit more dramatic.

Remember, the image here is not the image that will be seen. It is a stencil or a mask if you will that tells Blender that this input goes here and this one goes there, aka Factor ima...
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Cycles can displace complex texture setups!!!

Posted by Marius Oberholster on Wednesday, October 10, 2012, In : wip 
Hey all!

Today I felt that the Cycles section just fell short ito features and length (that it would depend on the tutorials to fill it out), but I went looking and HE helped me find a bit of a surprise that you may not know about.

Before today I thought that Cycles could only use the displacement modifier to create bumps and other stuff on the surface when using procedural textures to define those bumps and dents. While that does work, it only supports a single texture at a time and not a whol...
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Quick ruin with procedural textures

Posted by Marius Oberholster on Tuesday, October 9, 2012, In : wip 
Hey all!

While I was working yesterday and after watching Andrew Price's tutorial on creating a rundown warehouse, which can be found here, I wanted to find out how the Ivy Generator in Blender worked (I liked the results he got). So yesterday, after working some on the book, I started playing around with it.

Keep in mind though that this is not a small generator and contains a huge amount of faces (mostly the leaves) and that needs plenty of memory. Many of my attempts resulted in Blender free...
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Free tip today: Factor versus Color

Posted by Marius Oberholster on Monday, October 8, 2012, In : wip 
Hey all!

In the node editor, you will find that when you have something like a Mix node, that there is a Factor input. This input can be altered in varying ways, by using a texture. But, every texture has both a Color and a Factor output, both of which have an effect on the Factor of that Mix node or other node having a Factor input.

The big thing here is to remember that the Factor and Color output is not always the same and can produce very different results:


(Left = with Color,  Right = with ...

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Digital bread; the only type that does not go stail, lol.

Posted by Marius Oberholster on Friday, September 14, 2012, In : wip 
Hey all!!

Here is an update on the toast!
Knocking it back a level from yesterday's color problems, I found it wisdom to make normal brown bread first and then add the toasting to it afterwards (that's what it looks like in real life; the one over the other).

So as a bonus in this update, I included what the node system for this one looks like: a ship (isn't HE the coolest with such surprises!!!!!!!)

Anyway, here's the update:


Looks a lot better than this, doesn't it:


The top image has much less co...

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Toast post (and just in time, lol)

Posted by Marius Oberholster on Thursday, September 13, 2012, In : wip 
Hey people!!

I have been working hard today on this piece of toast and although I am happy with the texture of the flat surface, it can still use some adjusting (as you can see). I also still need to work on the coloring of the bread and the toast itself. I've noticed that brown bread is somewhat grey-ish and the toasted parts are almost a chocolate brown leaning into orange. Quite a stark contrast that I don't want people looking at going: "did he even use reference?!". The answer would be ye...
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Blender Render section (almost) complete!!!

Posted by Marius Oberholster on Monday, August 27, 2012, In : wip 
Whoohoo!!!! Blender render section of the tutorial is almost complete! It is incredible to say the least. At a practical advice packed level of 130+ pages so far, I am super excited about getting it finished and released!!

And, to celebrate it's almost completeness, here is the result from the flag tutorial when ropes are added. Ogg file as always (^^,).



Thank YOU soo much for all the help so far and especially all the guidance to get it to this point! YOU rock!!!!!!

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New method working right!!!!!!!!

Posted by Marius Oberholster on Wednesday, August 8, 2012, In : wip 
HE showed me how to remove the ghosting almost completely!!!!!

I am super excited to let you all in on this! Earlier today, I was busy with the 3D tutorial again and trying very hard to figure out what the problem was with the new method video in the previous post. It just seemed so flat, as though the 3D and shards were on a flat surface, suspended in mid-air. And after much fiddling with the system and trying to see what outputs look how where, HE pointed me to the Depth Map. So I looked at ...
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New Covers

Posted by Marius Oberholster on Wednesday, June 20, 2012, In : wip 
It's been a while since I've shared anything creative here (feels like forever and yet it's only been about two weeks at the most, lol). So I've decided to post the new cover pages of the Snow tutorial and the new Orange in the book.
Hope you like 'em!!



The first one is extremely vague on modeling, because that needs to be the artist's job, but it is quite clear on the texturing, which is what it's about. Both include a FullHD render of the cover pic (without cropping) at the end of the tutoria...
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Still here and workin'!

Posted by Marius Oberholster on Tuesday, June 12, 2012, In : wip 
Hey peoples!

I haven't dropped off the face of the earth the last week or so.

As you know it's the new Blender Guru Competition and the theme is Photo Realism (yey). I've been hard at work on my entry and because I don't want to give the idea away of what I'm doing, I haven't posted anything here.

I will say this though:
 - I'm using Blender Render,
 - The image only has techniques in that are in the book already and will be added (except for modeling and lighting, since it's a book about texturi...
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Creating old wood with paint chipping off

Posted by Marius Oberholster on Tuesday, June 5, 2012, In : wip 
I've always liked the rustic look. It's very antique-ish, lol. But getting it to look right using procedural textures only is where the challenge comes in.

Last week I posted here about how the wood alone looks and I showed you a scaled Node system, but today I want to show the progress made from that initial look to the finished product now representin' as my personal facebook cover.

Here is where it was last week:


Looked okay, but remember I felt that most of the lines were too uniform.

I worke...

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Wood with procedural textures!

Posted by Marius Oberholster on Thursday, May 31, 2012, In : wip 
Wood is one of the most difficult textures I've had to try and make with only procedural textures, but I'm glad to announce there's a way to add knots to wood with grain distortion.

Though I only managed it yesterday (with a lot of grace), it looks cool so far and the actual tutorial should (prayerfully and hopefully) have a better result. The node system looks something like this:



This the result of above:

(Full res is HD; right-click > View Image)

I have a few things I would like to change, suc...
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Node texture section almost finished!

Posted by Marius Oberholster on Tuesday, April 10, 2012, In : wip 
The Blender Render section of the book still needs quite a bit of work, but I'm glad to report that the node texture section is almost complete. This is a page from that section, that explains how to layer. Want the writing to be in focus? Buy the book when it comes out (^c ^, ).
(for full-res: right-click > View Image)

(not page 1, but page numbering will be done after everything has written)

Thank you for reading and I will keep you posted on progress (^^,)!!

Thank YOU!!!!! Without YOU, JESUS, ...

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Texture node section started!

Posted by Marius Oberholster on Friday, March 30, 2012, In : wip 
Heya everyone!!

I have started working on the Texture Nodes for Procedural Textures (quite a mouth full, lol). Anyway, just to show you what you can do, I made something that you can't do without using texture nodes (when using procedural textures). An old dingy wall with plaster and paint chipping off and the wall itself is cracked.

This is it:


Usually I would use normal for this, but since the normal setting didn't give me the depth I needed, I had to go for an alternate approach: actual displ...

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Pyramids from particles

Posted by Marius Oberholster on Wednesday, March 28, 2012, In : wip 
There are many ways to do this, but I didn't model a single pyramid for this image. I used a texture (not generated, I had to make one), but the technique I used to make this, is in the upcoming tutorial, so keep them eyes peeled:



Just a cool way of messing with the particle system. Hope you like it and after reading the book, making it!!
Thanks for reading!

Thank YOU!!!

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Moon scene

Posted by Marius Oberholster on Tuesday, March 27, 2012, In : wip 
I really enjoyed making this. It wasn't one of those 'this is taking forever' projects, just something quick. I've wanted to make something like this for a while now, because I can never seem to take a photo of the moon at night (over here in SA we have some of the most beautiful moon shots to be taken I've ever seen), but I just don't have the equipment to do it. So, I made one, only because HE enabled me to do so btw.

Hope you enjoy it!!


(All done with procedural textures [nodes], except the ...

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Another little snack of the (hopefully) upcoming tutorial

Posted by Marius Oberholster on Friday, March 23, 2012, In : wip 
This is a technique for rendering sand. It still needs some refinement, but this is the closest I've come to what I want it to look like. Believe it or not, there exists sand that looks like this. It's found on any shore where there is a mild amount of black oil that got mixed into the sand, creating a lot of black specs, forming what you see here. I believe I know what to adjust to make it lighter, but for the sake of impact, I want to leave it as is. Cool to think that procedural textures a...
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A proof of concept taste for mountains

Posted by Marius Oberholster on Friday, March 16, 2012, In : wip 
Here's another little something I'm including in the book (calling it that, since it covers all the educational terms that can be used in relation to the project).

And yes, all created with procedural textures and Blender features. The mountain was generated using the Landscape add-on. The mountain's snow was done using only procedural textures. Wanna know how? Wait for the book (^^,)



Thank you for reading!
Thank YOU!!

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A bit of a sneak peak

Posted by Marius Oberholster on Thursday, March 15, 2012, In : wip 
This is one of the finished pages of the guide/tutorial. If you wanna know what's written, you're gonna have to order it when it's finished (^^,).


Have a blessed day peoples!
Thank YOU for all YOUR help!!!!

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Yey! Work started!!

Posted by Marius Oberholster on Monday, March 12, 2012, In : wip 
On what you ask?
The extension on the last free tutorial!! This one I really believe HE wants to be a guide/tutorial, so for the time being, we'll call it a guided tutorial (lol) on procedural textures for Blender Render and Cycles Render.

In the last post you saw the punny pic for the Cycles portion of the project. Although that will only serve as a cover pic, I plan to show you every trick I used in the making of it in the tutorial, and believe you me, there are a lot of tricks that will real...
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Sneak peak at the next possible tutorial's work

Posted by Marius Oberholster on Monday, March 5, 2012, In : wip 
I really want to start with a massive commercial tutorial for Blender Render and Cycles, focusing on procedural textures and what you can do with them. Like the one already done, except very very much expanded.

So, as I said, this is something I want to do, but can't make any promises yet.

Here is an image I made with Blender Render (aka Blender Internal) that I would like  to use as a title page for the Blender Render section:

(for full res, right-click and 'view image')

This image took a day's ...
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Update on the business warrior project!

Posted by Marius Oberholster on Wednesday, February 22, 2012, In : wip 
Sorry I didn't update you guys on this project as often as I did the music room.

Here we go. After not being really active on this, I modeled a lot on one day (the shirt and the jacket or it was just the shirt, I don't recall). Anyway, but the next day I did the pants and posted that online, but the overall compositing didn't quite suite what I wanted the image to be like, but this is how it looked:


(Right-click > View Image for full size)

It was like the glow was just too much. I like the look ...
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Business Warrior update (landscape addition).

Posted by Marius Oberholster on Wednesday, February 15, 2012, In : wip 
This is a rough post to show the overall composition in HD at 50% resolution. The clouds are gone, because of layer masking.



My brother (the one for who I'm doing this project) wanted me to add lightning so I watched Andrew Price's tutorial on lightning and here it is adapted for this project:

(the bolt is also cut on account of layer masking for the character sketch)

I have a problem with the lightning in the scene and I'm sure most of you will agree (feel free to comment via the Facebook page...
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Business Warrior landscape!

Posted by Marius Oberholster on Monday, February 13, 2012, In : wip 
Hey everyone!

I'm here with some updates on the last post of the Business Warrior project!

I've struggled working on a cloud method HE revealed to me a while back, because it's a very unpredictable way of cloud making, but if you get it right, it can look pretty amazing imo (in my opinion).

Now, before we can start working on the character, we need a place for him to be. So, we need a landscape to fill the background and in this case also foreground. To create or model landscapes is no easy feat...
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New project on at BlenderArtist.org

Posted by Marius Oberholster on Friday, February 10, 2012, In : wip 
My brother wanted me to portray him as some sort of business warrior. I asked HIM how that would look and these sketches was the result:

I've also done a few things including the sword:



This is not the final sword, because I edited it and added a handle. For more info check out BlenderArtists.org in the Business Warrior thread.



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Cartooning in Blender

Posted by Marius Oberholster on Friday, February 3, 2012, In : wip 
I've seen some works by people on the BlenderArtists.org threads and I was amazed at how much 3D models can look like cartoons if done right so I asked a friend there, bizla, if he knew anything about it. He did, thankfully and he told me where to find the settings for it and after fiddling with it a minute or so, I found out the following:

Your object's outline size is not gonna change if you increase the edge threshold. Increasing the threshold only makes it more sensitive to the mesh and if...
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Music room completed!!!!!!!!

Posted by Marius Oberholster on Tuesday, January 31, 2012, In : wip 
(To see full size, right-click and look for View Image or similar)




After almost a month's work, it is finally finished! I learned quite a bit while doing this project (in Blender as well as leaning on HIM to complete the work HE assigns, even when it takes longer and more than we ever thought we could get through).

When HE asked to me complete the bookshelf by giving the books covers, I was very scared and nervous. That's a lot of books and titles (86 if I remember correctly), not just somethin...
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Almost there! (^v^)

Posted by Marius Oberholster on Friday, January 27, 2012, In : wip 
This project has come a long way in the almost month long it has been active! It's hard to think this project started with an inspired idea scribbled down on an exam pad... Thank YOU!

This has been like a combination of everything learned so far. Almost, since not everything is in here. This scene has no rigging in anything for example.

The bookshelf that took so much effort just stands in the room in the background, but that's exactly what it's supposed to do, since if it drew your attention a...
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Top shelf completed!!!

Posted by Marius Oberholster on Wednesday, January 25, 2012, In : wip 
Yes!!!!!!!! Finally completed!!!!! The bookshelf is finished!!!! 86 books total!!!!!!!!!!!
Thank YOU!!!Without you I would never have been able to come up with 86 different titles. Yeah, some are series that made it a bit easier, but still!! WOW!! Thank YOU for not letting me be lazy and pushing me to go all out on this project! To YOU be the glory for the design work of every cover, the materials, the skill, everything!!!
Thank YOU!


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Getting to that top shelf! (^^,)

Posted by Marius Oberholster on Tuesday, January 24, 2012, In : wip 
Yes!! We're getting there peoples!!

Yesterday I got to work on the top shelf. Only did a handful of covers, then the weather came rumbling and I had to shut down for the evening (I need to rest too you know, lol). So anyway, yesterday's few, with today's current progress, brings it to 23 covers!!! The green book 3rd from the left doesn't count, because it's not UV'ed yet; still as cubular as ever, LOL.
Here's the current progress:



I like the fact that the order is reversed on the GRADE books. On...
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Bookshelf is progressing!!

Posted by Marius Oberholster on Monday, January 23, 2012, In : wip 
Super excited that only the last shelf remains on the bookshelf! It's the part that is the hardest, due to volume alone, but HE already gave me many titles to add to the backs and covers. It's just a matter of finish and application! Then the room will be almost complete.

There are still a few things that need to be added, like side tables and 1 plant and a few other things. Here are the shelves completed so far.

So see full resolution, right click and find the closest option to 'View picture'....
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Many adjustments later

Posted by Marius Oberholster on Friday, January 20, 2012, In : wip 
A lot has happened since the last Blog Update!!!!!! The bottom two shelves' books are finished!!

On the thread a user commented that the titles on the spines looked too big. We have a lot of books and I double checked and decided to show him that the smoothing enhances and amplifies rounding. The below shows how the medium book looks like in 3DView with flat shading. As you can see the title sits nice and snug.


(3DView)

Here's the bottom two shelves in close-up:


(all titles a...

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Finally getting to the books.

Posted by Marius Oberholster on Tuesday, January 17, 2012, In : wip 
Here is how the books would look UV'ed. These are just the first two and they were modified:



See, the original books didn't have that almost separated spine indent, but I added it, because the smoothing didn't look right on the cube. It was faaaaar to sharp. The lettering was almost what with specularity and one side was completely black and that just does not fly, so here's how the old and new books compare:

Left: New book. Right: Old Cube book

It's interesting and worth mentioning that in cop...

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Music progress 006-007 and a close-up!

Posted by Marius Oberholster on Friday, January 13, 2012, In : wip 
Progress 006 - Bookshelf added with books and some ornaments.

Obviously the golden spheres are not good enough as ornaments throughout the shelves in such a huge number, so I threw some out and added some abstract birds (that translates as 'looks like something else', lol).

It was also the first real attempt at UV texturing. What it is is what you would use to paint onto a 3D shape. You unwrap your object as if it was made out of fabric so it lays out flat, then you paint over those folds. The ...

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Music room update!

Posted by Marius Oberholster on Wednesday, January 11, 2012, In : wip 
Oh, this is a project and a half, lol. This is a partial render of today's work. I am super jazzed about how the guitar came out!! Just see how it looked in the previous post and you'll see the difference, but for the sake of ease, here is how it looked before:
Before:


After:


Thank you for all your continued reading and support!! Hope these inspire you to go do something spectacular!!

Thank YOU!!!

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Music room (not a studio, there's a difference, lol)

Posted by Marius Oberholster on Tuesday, January 10, 2012, In : wip 
This is a work in progress. My cousin has a music room in his house, and it's a very long room and I wanted to do a redesign of the space and see how I would like such a room to look like and this was what I believe HE showed me (the start of it at least).

Usually when you have a very long space, you want to divide it up into sections, so the space doesn't seem so overwhelming and it creates two spaces then. Going from 'oh now, what are we gonna do with this huge room' to 'oh cool, open plan'....
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"For I testify unto every man that heareth the words of the prophecy of this book, If any man shall add unto these things, God shall add unto him the plagues that are written in this book:
And if any man shall take away from the words of the book of this prophecy, God shall take away his part out of the book of life, and out of the holy city, and from the things which are written in this book.
He which testifieth these things saith, Surely I come quickly. Amen. Even so, come, Lord Jesus.
The grace of our Lord Jesus Christ be with you all. Amen." Revelation 22:18-21

"Add thou not unto his words, lest he reprove thee, and thou be found a liar." Proverbs 30:6

King James Version, Public Domain

About Me


Marius Oberholster Hey! I've been doing this full-time since July of 2011. It has been an incredible learning experience, not only learning how Blender works (still learning), but also about Open-Source and the incredible software available. ----------- This Blog will be a way to stay up to date on all things Panther Dynamics as well as some personal stuff as well.

LivingWaters movies:

The Living Waters ministry kindly allow people to post these, so you too may benefit from them! :D
GOD Bless you! Please share these!

Wanna see more, check out the portfolio:

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