Tag Archive: blender

Feb 05

Tears of Steel – Blender Open Movie

About the Movie

In September 2012, the Blender Foundation released their fourth open movie entitled Tears of Steel. Otherwise known as Project Mango, this open movie had the technical purpose of developing visual effects and realistic rendering in Blender. Made at the Blender Institute in Amsterdam, Tears of Steel was a very different project …

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Oct 03

Becoming 3D

Want to become a 3D artist but have no idea where to start? Interested in animation but haven’t a clue what to do? Don’t worry, everyone has to start somewhere.

Prior to my involvement with 3D, I had no interest, talent or time for art. Indeed I was rather discouraged by the art lessons from …

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Apr 13

Free Creativity #1: Blender

Welcome to the first article in the Free Creativity series here at Lightmaster Studios. Over the next few weeks, we’ll be thoroughly reviewing and recommending the best free software available for all your creative needs. This includes digital art, animation, movie sequencing, image processing and audio editing. We kick off in fine style with popular …

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Feb 16

Blender Open Movie Projects

The Blender Foundation is embarking on a fourth open movie project, known as Project Mango. Thus far, the first three projects have produced excellent short animations, helping to advance the technology, design and workflow in Blender 3D software. The movies are not created for profit, but for the facility to test and …

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Dec 21

Animation Spotlight: French Blender Happy Christmas!

A wonderful French Christmas animation, 100% Blender.

Mickaël Guédon writes:

On french TV, every end of the year, some special christmas ad jingles are broadcasted. This year, I’ve been involved in the team that made those through the 17mars studio. Every single bit of 3D has been done with Blender, from modelling to rendering.

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Oct 08

Behind the Blast – Part 5

The final stages of completing any animation are the most important, dictating how it is viewed in terms of speed, mood, and storytelling. This is why I spent so long making up the correct sequence from the shots I had. With very little experience of the sequencer in Blender, it was a test of finding …

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Oct 01

Behind the Blast – Part 4

As expected, the explosion process was challenging, long-winded and required constant adjustments. It was all completed using particle systems and the explode modifier, after I abandoned the idea of using the game engine. The windows were to shatter first, being quickly followed by the rest of the building. The system was essentially made up of …

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Sep 24

Behind the Blast – Part 3

With the scene now complete, it was nearly time to move on to ‘stage 2’ and begin taking shots. A word of advice: it is VERY important to make sure that you are entirely happy with your scene BEFORE beginning ‘filming’.

For example, if I had decided a few weeks later that I actually wanted …

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Sep 17

Behind the Blast – Part 2

The rest of the scene, as you can see from the animation, was fairly simple, but took a surprisingly long time to complete.

This was mainly because I did not really know where I wanted the building to be, and this problem was magnified by the fact that due to the nature of …

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Sep 10

Behind the Blast – Part 1

Frame From Expired

Welcome to ‘Behind the Blast’, a 5 part series showing you the making of my short film, ‘Expired’.

It is with mixed emotions that I de-clutter my desktop of everything no longer needed for my now finished project. A fulfilling, satisfied bubble inside me is punctured by doubts cast over my final work. Once again, …

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