I’ve always wanted to be able to make awesome hard surface things. I’ve done some things over the years, naturally, and some of them have even turned up in movies, but I never did that really cool, super detailed and complex stuff you see the Blender community making with HardOps, Boxcutter, etc.Read more
I realize after the last few posts I made, this whole process might be a bit confusing, so I wanted to consolidate it all into one video. This is a short demo of the complete workflow to get your lens distortion out of Blender using STmaps, beginning to end.(more…)
Since I’ve been doing all this STmap lens distortion stuff, and trying to make it as easy as possible for other people, why not give away STmap base images in a variety of sizes!(more…)
If you watched my last tutorial on exporting STmaps from Blender to apply your lens distortion in whatever compositing program you are using, I’m happy to share that I have an update that improves the process in every way!(more…)
Facebuilder is a great tool for quickly modeling faces and heads based of specific people or actors. It’s very fast and simple, and all you need are a few pictures of the face or head you want to model.(more…)
Remember my post about RenderPilot, the super simple drag-and-drop batch rendering tool for PCs? I was hoping someone would be able to port it to Mac sometime soon, but rather than wait for that to happen, I asked a friend of mine to come up with a little program that does the same thing. I’m thrilled to be able to offer here FREE for everyone! (more…)
If you’ve seen my presentation from the 2017 Blender Conference, you saw a transition effect I did for the TV show “Star” (check out 15:45 minutes into my presentation). The director wanted a transition into the mind of an actress to show what she’s thinking about, and described it as if a pencil is poking through from inside her head, and then the frame tears apart from that point, revealing the next shot underneath. (more…)
If you’ve tried to stabilize footage in Blender at any point since the inclusion of tracking tools during the production of Tears of Steel, you may have noticed a large, glaring omission – scale. Translation and rotation, no problem. But we have not been able to stabilize scale in Blender at all.