6 Tips For a More Realistic Render!Over the time I’ve been interested in CG, I’ve seen a lot of renders. And often I see amazing scenes that for some reason still look fake. They have perfect lighting, Perfect textures, perfect topology in there models.More Like This
But somethings still wrong, they are too, well.. Perfect! And that’s what this article is all about. Getting rid of perfectly rendered images and perfect cubes and making them look imperfect. So read on and find out how!
1. Depth of Field
Depth of field is a very important thing you can do to make your render realistic. Almost every real photograph has it. Even when you take a picture with your iPhone it focuses on something. Sometimes you can just barely notice it. but it’s always there.
Blender’s Camera has dof (Depth of field) build right in. Just scroll down to the “Depth of field” tab and set the “Aperture” to “F/stop” and set the F/stop number
7 tips for the 21 year old meMore Like This
7 TIPS FOR THE 21-YEAR-OLD ME by Bobby Chiu
When I was a student in college working on my skills as a character designer, I’d had periods where I would sit at my desk working as hard as I could but having little to show for my efforts at the end of the day. I remember sitting there surrounded by blank pieces of paper, trying to come up with an amazing style that nobody had ever seen before. I would do one drawing and not be satisfied, so I would lay a new piece of paper over it, re-draw it with slight changes to features here and there. This would still not be good enough so I would put another piece of paper over my revision, make more minor adjustments trying to perfect this new style I was searching for.
I did this for weeks on end, tweaking and polishing over and over, working hard every day. But in the end, did I come up with a brand new style, something amazing that
Livestream Art Chat - How to build your fanbaseI will be running a Livstream session in 1 hour time (Singapore time 9:30pm) talking about how to build your fan base.More Like This
If you are instreasted please join me later!
Apophysis Plugins - Creating them in Visual StudioHey folks,More Like This
during the last week, I had C-91 around () and obviously, we did some fractal work together During this, we needed to create some ad-hoc plugins to do the things we wanted to do. Well - not that it's something new for me because I kinda do this all the time but it gave me the idea that maybe I should write up how you actually create the plugins with x86 / x64 processor architecture support. I'm well aware that it's not very well documented so I try to fill this gap now with this little guide.
First off, I don't like to call it a "new" way to create plugins. You still create them with the same interface you had before when JoelFaber (afaik, it was him) set up the plugin infrastructure. But I felt maybe since Apo is sort of bound to Microsoft Windows and Visual Studio is a super comfortable development environment every professional Windows developer has at hand anyway, I could use VS and C++ to create them instead of a random GNU-C environment which is
Modeling a Chisel-Style Marker or Highlighter TipHi, everyone. In this video tutorial, I'll showcase one way to go about modeling the chisel-style felt tip of a Sharpie marker or highlighter, using some basic polygon modeling methods.More Like This
While this tutorial is done in 3dsmax, I feel it could also prove useful for users of other packages, because many of the tools and procedures being demonstrated here are industry-standard subdivisional modeling techniques, and could easily be translated to other polygon based modeling software, like Maya or Blender.
Hope you guys find this useful in some way. Let me know what you think. Thanks.