Head Details

Another small update… the camera will probably arrive around Friday, because there where some problems with transferring the payment to the bank account of the reseller, and shipping takes 5 days.

After finishing an informatics test at school I had time to do some more modelling on the head. The mayor to middle details are laid down now, so I´ll probably continue with some other parts of the body.
Decepticon Head Details
Transformer Head Details Vintage
The vintage style composited picture also makes a nice Desktop background by now IMO 😉

Good day to you

Robbi

Finally, some news, and information about “The Project”

First of all, sorry for the inactivity in the last few weeks, I´m glad you still stick with me!
The waiting was worth it:

That said, I´ll show you some first pictures for the project:
The transformer in real life
Original at home

Car outer finished
Modeled Front

Car outer finished backside
Modeled backside

car side
Side Rendered

car wireframe
Wireframe Side

Continue reading “Finally, some news, and information about “The Project””

How to render beautiful particles in Blender

I decided to do my first tutorial for blender, I first wanted to do it via the description, but that didn´t work, so here is the text:

Please watch in hd if you can, I spent a lot of time rendering here!
Read this to learn how to make this!

So here is the promised tutorial:

Step 1: Making the particle system:

Add a plane and set the particle emission of 10.000 particles to start at 1 and end at 30. Set the lifetime to the same value as the duration of the video in Frames, in my case 500. Set the gravity field weight to 0.
Next add a turbulence forcefield, in the physics tab, I set the Strength to 300, the size to seven and the flow to ten. Adding a turbulence forcefield is like giving the space a density which varies in different places in 3d space which are defined by the size and the seed. The particles will naturally flow to the places with lower density, depending on the strength which goes up to 1000. The flow makes the particles move around in the less dens areas like on paths, the maximum is 10, and the higher the value is the more the particles will stay on that path. The problem with this is that the particles will start grouping themselves to very small spaces, so I added a vortex forcefield with strength 3 and inflow 5 and a keyframed maximum set to 0, which started growing to about a maximum of 6 at about 150 to 200 and shrank back to 0 again at 250. This broke up those groups in the defined area, which you can especially see when the particles are released again. I then rendered the particles as little halos, which is the first clip you can see.

Step 2: Render ’em!

I used 3 different methods to render the particles in different ways, the halos excluded:
Continue reading “How to render beautiful particles in Blender”