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Blender
:iconskyzyk:
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Made with Blender 2.65a, rendered in BI

Testing some unconventional lighting in Blender Internal.
One sun coming from behind the corner, two area lights facing each wall. No lights behind the windows, although I have some hidden on another layer and they look pretty sweet, I will probably add them later. Environment lighting on "White" and a setting of 1.2. One Soft Light mix node in the compositor. That's about it :D
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Actually I forgot to turn ON the machine but I kept getting SHOCKED so I uploaded it without the sparks! :iconblinkypandaplz:
Bryce of course and my $500 2001 Wacom tablet working which I just found a compatible driver for (It's good to have it back)
:iconofficialfella5plz: 7 sizes in zip
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Blender 2.65, rendered internally :D

Textured version of 'Pure'

1920 X 1080

:iconblenderlogoplz:
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Blender 2.65, rendered in BI

1920 X 1080

:iconblenderlogoplz:
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Made with SculptGen, rendered in Blender internal

1920 X 1200

:iconchristmas-treeplz:

EDIT: As this turned out to be unintentionally X-mas-like, I changed colors and added a few more balls :D Many thanks to :iconkarma4ya: for rendering this on her much faster PC for me :hug:
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VickyM72
:iconxylomon:
Collection by
Here's my latest flower/abstract thing, hope you like!
Leather-ish material intentional, rendered in Blender Internal with two point lights, sphere on, Distance just outside of the flower. Orange light on the left has shadows at 12 Samples, 10 Softness. Light on the right is blue with Gamma turned up to 2.2, no shadows.
Made with Planes, Multi-Extrude, an Icosphere, and a Cylinder. Texture is procedural Clouds, set to Voronoi F2_F1, no color, Bump of .02. Material has Specular Hardness of 8, light tan color.
1600X1600, please feel free to zoom

:iconblenderlogoplz:
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Made in Blender 2.67, rendered in Cycles

:iconblenderlogoplz:
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Just a WIP, will be finishing it soon I hope :pray:

Blender/Cycles :iconblenderlogoplz:
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Just playing with Edge in Blender a bit on my guns :lol: Thought it might make a cool wallpaper for someone :shrug:
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Made with Blender 2.65a, render in BI

1600 X 1200

:iconblenderlogoplz:
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tutorial
:iconkobaltkween:
Collection by

Livestream Art Chat - How to build your fanbase

Journal Entry: Mon Aug 25, 2014, 5:49 AM



I will be running a Livstream session in 1 hour time (Singapore time 9:30pm) talking about how to build your fan base.

If you are instreasted please join me later!

Link: new.livestream.com/stanleyartg…


Art Chat Fanbase by Artgerm




:iconartgerm: :iconkunkka: :iconukitakumuki: :iconreal-fiduciose: :iconkingmong: :iconelsincara: :iconjasonlan:
:iconbenqwek: :iconscabrouspencil: :icondcwj: :iconmarcwashere: :iconwhoiszid: :iconekoputeh: :iconsunnygho:
:iconarf: :iconadmirawijaya: :iconsami-b: :iconerufan: :iconthegerjoos: :iconshuqing: :iconkiiiat:
:iconwraithdt: :iconchesterocampo: :iconyjianlong: :iconmischievousmartian: :iconpumpkinbear: :iconluches: :iconsaktiisback:
:iconharuningster: :iconhenryz: :iconmeisan: :icon2ngaw: :iconmarkovah: :iconanggasatriohadi: :iconhendryzero:
:iconifan80: :iconp0p5: :iconvelinov: :iconherrdoktorx: :iconplue: :iconchrisnfy85: :iconyapkr:


MY DA INTERVIEW

For those who wanna know a little bit more about me, you can find the interview here:

news.deviantart.com/article/20…

Written by :iconthunderstatement: <--- Thank you!
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goddess of the rising sun
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Source files :
==========
* Raw scanner (PNG, 300dpi, Xsane)
* End *.kra files ready to color ( Krita 2.8.5, *.kra )
Download here : sta.sh/019n962job53e (11MB)

Other links :
=========
* My patreon account : www.patreon.com/davidrevoy
* Krita, open-source free software : krita.org/
* Pepper&Carrot web-comic : www.davidrevoy.com/static3/pep…
* CC-By license : creativecommons.org/licenses/b…
and for more info on the same topic, I recommend also you to read the exellent article : Removing blue lines from a drawing: The rise of the colour channels.  with Gimp and Krita by Wolthera van Hövell tot Westerflier.
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Hey folks,

during the last week, I had C-91 around (:heart:) and obviously, we did some fractal work together :w00t: 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 always somehow incomplete and bulky to me personally.

Yeah, I know. GNU-C is the way and blah. But as said, this way came up through a personal need of mine and I'm in no way saying that you can't compile x64-plugins without VS. Pretty much all you have to do is set the architecture in MinGW and alter some pointer lengths and you got it.

Anyway. Here is what you need to do to create plugins the way I publish them - in x86-, x64- and legacy*)-versions :)

*) the "legacy"-version is always the plugin compiled with MinGW under Windows so it doesn't depend on the MSVC++ redistributable. It's sort of a requirement to allow the plugin to be used under some older WINE-environments for OSX and Linux computers

Preparation



I'm assuming you work under Windows. Otherwise, I don't know how you think you will get VS to run heh heh :D
So first, you need a working installation of Microsoft Visual Studio. And no, the (free) express editions won't do. You need the Professional/Premium or Ultimate 2012 or 2013 version. I highly recommend 2012 unless you feel like converting the plugin projects and want your users to require a newer runtime. I know it is super expensive but this guide requires it. But feel free to make it work for VS Express - it's not that it's impossible. Just that I didn't do it yet :)

Once you have downloaded and installed it, you can can download the Apophysis plugin SDK and extract it to any folder. This folder will become your new working path for any plugin you do with it. So maybe put it somewhere you remember it and preferably not right on your desktop. You can see that I use the same thing so I'm pretty sure it works as it is because I've got the whole thing in subversion and check it out on "virgin" computers (who didn't even see Apo before and just got a fresh install of Visual Studio) regularily ;)



Creating your plugin from scratch



To create a plugin from scratch, all you have to do is either:
  • open create_plugin.cmd from explorer or
  • open a command prompt in your working folder and enter create_plugin <name_of_plugin>


Then a new folder should appear named after what you just entered as the name of your plugin. In there, you find a .vcxproj-file for Visual Studio and a .cbp-file for CodeBlocks (a free IDE for MinGW) I recommend you edit your plugin in Visual Studio (also because this guide shows you how) so open the .vcxproj-file with Visual Studio.

You will find that your plugin is split into the files "variables.h" and "[your_plugin].h" - why I did the split is something I honestly don't remember but I didn't change the template yet. Either way, you just edit name and variables in variables.h and the calculations in the other file - your generated plugin project already has the name set right and some example variables you can either delete or change.

From there, it's up to you - maybe you want to read how to compile it for all architectures and legacy targets down below :)

Converting an old plugin project to VS-friendly structure



Simple as that - take your .c file (the source code of the plugin you want to convert) and drag it to update_plugin.cmd in the explorer. Alternatively, enter update_plugin <path_to_c_file> in the command prompt of your working folder.

A new folder should appear named after the .c file you just converted. From there, it's pretty much the same as the previous paragraph about creating a new plugin from scratch except that for this template, I've already undone the split into [name].h and variables.h - sorry for the inconsistency. I'll fix it later :)

Compiling your plugin project to all targets at once



Pretty much, you can set your target architecture in Visual Studio and compile in release mode and then copy your .dll from the bin-folder to the Apophysis plugin folder. But that's something which is kind of uncomfortable. Here is an easier way:

Simply drag the folder which one of the previous scripts generated onto the file build.cmd or enter build <name_of_plugin(_folder)> in the command prompt of your working folder. That's it, you should find all three versions of your plugin in the folder named ".output" ready for you to copy it anywhere.

If you want to build all plugins at once, you can run build_all.cmd from the explorer or run build_all from the command prompt of your working folder.

Testing plugins from Visual Studio



The project templates are already setup so that you can simply use the "Run" command in Visual Studio (usually F5) to start an instance of Apophysis with your plugin installed.

Alternatively, you can enter test <name_of_plugin(_folder)> in the command prompt of your working folder. Sorry, I didn't add drag-and-drop support for plugin folders to this script yet - didn't need it because you can test right from Visual Studio.

You can even set breakpoints and anything. But note that, of course, Apophysis will run A LOT slower when a debugger is attached.

If you want to start Apophysis with a test flame for your plugin loaded right away, you can save a flame as "test.flame" into the folder of your plugin. Visual Studio will pass this file to Apophysis when it's loaded. This way, you can start Apophysis with your plugin installed AND your test flame loaded when you hit F5 in Visual Studio. How comfortable!




I hope this helps you a bit. If you are against this workflow or environment, this guide was probably not the right thing for you to read and I apologize with the hint that the SDK generates CodeBlocks-projects for you as well :)

Cheers!
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Hi, 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.

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.

youtu.be/h8EykGauE54

  • Mood: Neutral
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3D Art
:iconskyzyk:
Collection by
My very first wall was a BLU eye in 1998 .. Didn't quite look like this one tho!!
Wake up in the morning and get a good look! Look around for the Gold Original -- its out there
Bryce Wacom :iconfella1plz: 7 in zip
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Getting in there with my pen again - VERY Glass
Bryce - Wacom - headaches
:iconofficialfella5plz: 7 in zip
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I did a huge No no with these, I used light, shadow and bump maps. These would be great in a good Goth/horror manipulation. If you want I can render these without all of the bells and whistles.

Products used -
Daz morphing skull
Daz Fantasy Horns
Daz M3 Teeth, yes yes, I know, the teeth are crazy :P
Bone texture from my own collection painted onto a template

Rendered in Daz studio 4.5 pro

Stock Rules-

1- I do NOT support hate groups. I do realize what a hate group 'is', is very subjective but DA has clear rules about this and in no way shape or form do I intend to override that. On the other hand, wile DA isn't really the place for this sort of thing, I don't mind protest work. In fact I encourage you to find creative ways to use my works for protest to make the world a better place for us all. But please, I know the difference between hate group protest and positive constructive protest. Don't even try it.

2- You MUST edit my works and make them your own. Just don't copy, paste, recolor. The editing must be substantial, to the point that my work is unrecognizable in yours. This protects both me and you. If you want to use my works as is, have a good reason why and note me. Using my stock as a background is a good enough of a reason so you don't have to ask on that.

3- I DO support the 3d/poser/daz community! You may use my works in your renders.

4 - It would be cool if you would credit me somehow here on DA so others can see what you did. This isn't a firm rule so If you can't credit me, drop me a note or email.

5- Please, absolutely NO commercial use of my works. The one and only exemption is DA prints, that's it, and this is not negotiable unless you plan on paying me. If you are prepared to share profits, let's talk, send me a note.

6- Probably the most important part of my rules, be creative, be passionate and let my works fuel your creative fires.
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Made with Blender 2.65a, rendered in BI

Testing some unconventional lighting in Blender Internal.
One sun coming from behind the corner, two area lights facing each wall. No lights behind the windows, although I have some hidden on another layer and they look pretty sweet, I will probably add them later. Environment lighting on "White" and a setting of 1.2. One Soft Light mix node in the compositor. That's about it :D
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.........................
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Digital
:iconlagadesk:
Collection by
Resist...
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ZHead 
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Sculpted from a sphere in brush then rendered in keyshot.
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Made with Blender 2.70, rendered in BI :)

:iconblenderlogoplz:
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BATHROOM DESIGN

cinema 4d vray and ps cc

www.tanercandan.com
www.facebook.com/tcndnstudios
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Digital art
:iconfractalholic:
Collection by
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Fractal made with Ultra Fractal.
Manipulation done in Photoshop CS2

Find the rest of my fractals here joe-lynn-design.deviantart.com…

Sea Shell by Joe-Lynn-Design Pamplemousse by Joe-Lynn-Design Coral Reef by Joe-Lynn-Design
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3D
:iconton-k300:
Collection by
Created with Incendia Ex  www.incendia.net/

3D printed model on my Shapeways shop  www.shapeways.com/model/259911…

Maxwell render
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c4d
gift for my friend's    Undead-Academy  birthday!
very early happy birthday dearest!:hug::party::icontort2:
best wishes!Birthday Sweets by KmyGraphic When-the-dreams-come-true ! by KmyGraphic May your DREAMS come true by KmyGraphic Best Wishes by KmyGraphic Strawberry Cake by KmyGraphic Happy Birthday by LOVEMAYU 
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Modeled, and rendered with mental ray, in 3ds.  Adjusted in photoshop.
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made with cinema 4d r13 and edited wirh photoshop
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Featured
:iconluoconkali:
Collection by
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Featured
:iconkarma4ya:
Collection by
same idea i tinkered with yesterday, just wanted to see what the same workflow would look like in a flower form :)

done in 3dsmax
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Made with Blender 2.70, rendered in Blender Internal, post-pro in GIMP/G'MIC. Testing out some arch-viz post-pro crap I just learned(for better or worse, I'll get it eventually :lol:)
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:D

Thanks for any comments/views/:+fav: s..:happybounce:
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Blender 2.69/ Cycles

Result of the Blender Guru tutorial How to Make a Beer.
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:D

Download for full picture..:)


Thanks for any comments/views/:+fav: s..:happybounce:
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Featured
:icondoobdoobom:
Collection by
Forgive the poor photo. I still have the hardest time shooting my paintings. This was the best one in terms of color, clarity and contrast ..but unfortunately it was also crooked.  Sigh.  Anyways, this was a really fun one and came out close to how I pictured it in my head, so that's always nice.

Oils on masonite.
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zbrush/photoshop
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One of the giants and somebody talking to it.
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Fractal on background I made myself
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