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Blenderart Mag 12

Blenderart Mag 12



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Published by grafikhocam

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Published by: grafikhocam on Aug 21, 2008
Copyright:Attribution Non-commercial


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Issue 12 | Sep 2007 | Blenderart Magazine
Blender learning made easy- Cristian Mihaescu - ‘Eggland’
Gaurav Nawani
Sandra Gilbert
Nam Pham
Phillip A. RyalsKevin C. BraunDerek MarshAbhihsek GuptaAdam FriesenAlex (blenditall)Andi SchumannClaas KuhnenEric PranauskKrzysztol ZwolinskiOlivier Saraja‘BlenderArt Magazine’, ‘blenderart’ andBlenderArt logo are copyright of GauravNawani. ‘Izzy’ and ‘Izzy logo’ are copy-right Sandra Gilbert. All products andcompany names featured in the publica-tion are trademark or registered trademarks of their respective ownersCristian Mihaescu - ‘Eggland’
www.blenderart.orgIssue 12 | Sep 2007 - Texturing
You know that you have finally become areal “blenderhead”, when not only do youlook at objects around you and breakthem down into their various vertices,edges and faces, but when you becomeawestruck by the infinite variety of tex-tures in the world around you. You will bewalking along, minding your own busi-ness when it will grab you, the way rustis peeling on a signpost, the way a flowerpetal looks with morning dew on it. Youwill notice how the light affects the tex-ture and next thing you know, you havegone from awestruck to breaking it downand figuring out how to recreate it inblender.Welcome to the wonderful world of Tex-turing. In this issue we will be taking alook at how to create great textures toenhance your images and animations.Creating great textures is a skill like anyother and one that can be learnedthrough practice and experimentation.One of the first skills you will need tolearn is how to observe everyday tex-tures. What makes them unique, whatmakes them “work”. Then with thatknowledge and a good understanding ofBlender's texture tools, you are on yourway.In this issue, not only are we coveringhow Blender's texture tools work, but howto effectively use them to create trulygreat textures.We have gathered up some great tutorialsthat will show you how to remove UVSeams and create Normal Maps. Then youcan try testing your new skills by follow-ing along to create a great Skin Shaderand realistic plastic shaders. Which oddlyenough, is not as easy as one wouldthink and yet not as scary or difficult asthe last statement would imply. In'Keeping the Flame', we see how to set upand create a realistic flame. Then we gobehind the scenes with a look at how'Rooftops' was created, while in 'Tangramsof Light' we learn how lights affect tex-tures and how the whole can be used tocreate just the right mood.So go grab a cup of coffee and curl up forsome great, informative reading, sure tochange the way you approach your nexttexturing adventure.Happy Blending!
Managing Editor
www.blenderart.orgIssue 12 | Sep 2007 - Texturing
One of the first skillsyou will need to learnis how to observe!

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