Wednesday, August 29, 2012

Probability

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“Most of the important things in the world have been accomplished by people who have kept on trying when there seemed to be no hope at all.” -Dale Carnegie

Made with: Blender 2.63 and GIMP
Rendered with: Cycles

BlenderArtists thread: http://blenderartists.org/forum/showthread.php?264975-Probability

Texture references:

flickr users: David Wright, Raphael Quinet
CGTextures.com

Screenshots:

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Tuesday, August 28, 2012

Thank you, BlenderNews.org!


Thank you so much to BlenderNews.org for featuring my work 'Lost in Stereo' as the Render of the Week awardee. It's such an honor and I'm very very humbled and inspired.

For more info, please head over to the following link http://blendernews.org/xe/Feature_Articles/2209

Thanks for reading. :)

-Reyn

2012-Aug-27 Photos

It's been awhile since I last did this. And I can tell, you it feels great when you finally get the opportunity to do what you love again.

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Thanks so much for viewing! :)

-Reyn

Wednesday, August 22, 2012

Twenty-four

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My birthday gift to the love of my life and my bestfriend, Carla.

This is a cartoonified version of her and I'm hoping I'm successful with that. ;)

Made with: Blender 2.63 and GIMP
Rendered with: Cycles

Screenshot:

(click to enlarge)

Thanks for viewing! :)

 -Reyn

Thursday, August 16, 2012

Blender SIGGRAPH Reel 2012

Hi, everyone!

It's here, finally! The Blender SIGGRAPH Reel 2012.

This will speak for itself, and needs no further introduction from me. :)




-Reyn

Wednesday, August 15, 2012

Wisp

Like most all Blender-related stuff, it all started with a Cube. I fired up Blender 2.63, created a few objects, and decided to play around with the Smoke Modifier and a few days later, I realized I was already into it so much I can't stop the test and decided to give it some final feel to it.

This is my second (if I can remember well) serious test with Blender's smoke modifier, the first one, which is now two years old, you can watch at

http://reynantem.blogspot.com/2010/08/flame.html

Inspired by Allan McKay.

Have fun! :)

-Reyn




Friday, August 10, 2012

Blender Viewport Optimization


Hi, all!

Just wanted to share another neat trick to make your 3D Viewport more responsive.  Most useful when you're designing interactive assets and environments (games, walkthroughs, etc.).

Often (if using a not-so-high-end machine), during texturing, modeling, or other tasks involving realtime view of textures and shaders via the GLSL shading option on medium to large scenes, we experience a slow response of our 3D viewport which is just natural, especially given we have limited resources and graphical computing power.  This is often a cumbersome situation to get into, where we have to wait a couple of seconds which could even get to a few couple of minutes; we don't usually want that, especially on a tight deadline; we want something quick and responsive.  Even more so, this is annoying if we are working with only a single asset and had the surrounding objects linked in, just for reference purposes and other tasks like Ambient Occlusion baking, texture matching and alignment, etc.

Do a quick test by linking in grouped assets from a scene.  In the example below I will be loading in interior walls, floor, ceiling, door, door frames, etc. which are grouped accordingly in the source file.

Here are the steps I did (click images to enlarge):
  1. Link the group to the asset file you want that group to be in.  In the screenshot below, I loaded my sauna bench asset file and linked in the group 'one_floor' from my one floor house set which contains linked assets from different files as well.










  2. Now if we wish to enter GLSL shading in Textured View, we could simply press ALT Z in the 3D Viewport or click the 'Texture' button under the 'Viewport Shading' menu.  Aaaaaaaaand we have to wait until everything is loaded into memory, depending on your system, this can take awhile.




  3. But we don't want to experience the event in #2, we want something quicker.  Before proceeding to Textured viewport, select the linked group/object and under the 'Properties Editor', proceed to 'Object' context, then go to 'Display' panel, then finally, under 'Type:', choose 'Wire'.








Voila! Not only is your viewport more responsive, you also reduce the load that is carried by your machine, plus you can actively focus on the asset you are working on, while using the linked group's geometry as basis for your texture baking.

I hope this helps somehow.  :)

-Reyn

Thursday, August 9, 2012

Tumblr, Here I Go!

It took me a couple of personal persuasion and repetitive comebacks before, now I have a Tumblr account.

http://www.reynante.tumblr.com

Nothing much to show now, but hopefully I can get the hang of it.

See ya!

Wednesday, August 8, 2012

Warmth

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Shot during my stay in my older brother's residence in Rosales, Pangasinan.

-Reyn

Saturday, August 4, 2012

Lost in Stereo

Update:

Production files available at http://reynantem.blogspot.com/2012/09/lost-in-stereo-production-files.html

"The one who follows the crowd will usually get no further than the crowd.  The one who walks alone, is likely to find himself in places no one has ever been." -Albert Einstein


Initially inspired by a modeling exercise I did, partly by the song 'Lost in Stereo' by All Time Low, and by the feeling I get when I wear my headphones and turn the music on.

Made with: Blender 2.63 and GIMP
Rendered with: Cycles


Texture references:

CG Textures (http://cgtextures.com)
Flickr users: adifansnet, Katie@!, Lachlan, OpenCage, and RiverRatt3


(click to enlarge)

Here are some close-up shots (click to enlarge):




Thanks for viewing. :)

-Reyn

Friday, August 3, 2012

Blender Realtime Proportional Edit


NOTE: This is purely a result of an accident and I'm not yet sure if this is already published elsewhere or tested before already.


Just discovered something nifty in Blender and I thought it might be worth sharing (to those not aware yet); when editing meshes in Edit Mode and with Proprtional Editing on, you can press the keyboard shortcut 'SHIFT O' to switch between Falloff types (smooth, sphere, root, random, etc.).

OK, great, but you can easily do that by clicking on the buttons, right? However, that's not the point of this guide.  There's something to this hotkey that surprised me; you can do it WHILE modifying the mesh, and this you CAN'T do with clicking the buttons since the buttons disappear while editing the mesh (e.g. grabbing vertices, scaling, etc.) since the buttons are replaced by the transform options.

Here's a simple demo (click images to enlarge):


  1. Create a Plane (SHIFT A, choose Plane) and subdivide it a couple of times (TAB to Edit Mode and press W, then choose Subdivide) until you have enough polygons to work with.

  2. For demo purposes, select a single vertex from the subdivided plane (middle one preferably).

  3. Turn on Proportional Edit by either pressing 'O' or pressing the toggle button.


  4. Move this vertex up along the Z-axis (G, then Z).


  5. While on this transform mode (do not confirm or cancel the transformation yet), press 'SHIFT O' and you'll instantly notice that you are changing the Falloff mode and previewing it on your 3D Viewport Editor.






  6. When satisfied with the result, press ENTER to confirm transformation.



Hope this helps. ;)

-Reyn

Thursday, August 2, 2012

Blender 3D Basics Upcoming Book Review



I've recently been asked by PacktPub to review their recently-released Blender book for beginners titled   'Blender 3D Basics' by Gordon Fisher.

More info on the book here http://www.packtpub.com/blender-3D-basics-complete-novices-guide/book.

I'll start reading it soon and will let you know what I think about it, so stay tuned.

-Reyn