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Blender 3D News and Training

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In this tutorial I’ll show you a way to manually add knots into a procedural wood textures for Cycles. You’ll learn how to distort texture coordinates for procedural textures for added control over how your textures are applied to your objects. Procedural wood is extremely convenient if you can dial in the settings right, but getting those extra knot details might seem impossible. But with a little simple texture coordinate trickery we can get the job done.

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In this modeling exercise Chris Plush teaches you how to model a different kind of soccer ball in Blender.

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Luca Scheller shows you how to create an awesome water shader in Cycles.

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AnandhaRaja shows you how to create a complete kitchen in Blender.

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Thomas Cairns shows you how to add a layer of snow on tree branches.

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Naman Afle shows you how to create lots of different repeating patterns using the wireframe modifier.

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In this tutorial series on creating a basketball in Blender we’ll be modeling, uv unwrapping, creating texture maps, and rendering in Cycles.

3D News

We review Gustav Nilsson’s training course on drivers in Blender. Drivers give you an incredible amount of control over objects and animations and Gustav tackles this complex topic and makes it easy to understand.

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In this modeling exercise Chris Plush teaches you a technique for creating the top part of a microphone.

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Introduction This one’s for the Python dabblers that haven’t been able to figure out localOrientation. Using the function localPosition is easy enough because it returns a list of x, y, and z values. Using localOrientation for rotation values, however, returns a 3×3 matrix. So unless you’re brave enough to handle matrices what we’re going to do in this quick tutorial is convert our object’s matrix to degrees for easier reading and changing. For an intro to python scripting in the BGE, check out my beginner’s python tutorial.   Reading Your Object’s Rotation Open the text editor in Blender and add a new file. Name this “rotation”. Paste in the following […]

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