Tutorial: Ancient Hilltop Part 3 – Comping in DaVinci Resolve’s Fusion! Let’s make CGI look great!

I love Blender… …but I also love Resolve! Thank you DaVinci for keeping one of the world’s best compositing softwares – still used on TV and Film – alive and shoe-horning it into Resolve. Really. Not a hint of sarcasm, this is ultimately the best thing you ever did, DaVinci.

(Not a sponsor…yet!)

Anyhoo, here we are, all our scene animated, rendered and ready to make look like something, we are delving into the compositing world inside of Resolve.

In this tutorial you will see how to create a fusion clip, import footage whilst in Fusion, add colour corrections, extract AOVs from your EXRs and add them back over your shot to make it more sassy! Yes, Blurring emission passes to make glows? Heck, yeah!

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

TUTORIAL – Ancient Hilltop Part 2 – Making quick standing stones that look pretty good!

I love Blender… ..and, thankfully, it’s allowing me to do the second part of the hilltop Tutorial.

Last week we created the wavy grass, today we’re taking a simple box and messing about with it, adding and removing polygons to get something more organic than the default cube.

It’s got a little of something for everyone, this one. I even stop talking at one point! Me!

Even I didn’t think that was possible!

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

TUTORIAL – Ancient Hilltop – Part 1 – Blowing grass using Blender particle system!

I love Blender…

I loathe Blender… ha, got you there! No, I love it!

It’s particle system, however, could do with something of an overhaul. It’s not bad, what with the “boids” system for flocking and the ability to use it for hair which, incidentally, can then be styled.

The one thing I do like is that with the hair system, you can create fairly realistic looking grass. Especially, my favourite type of grass, the kind that blows in the wind. That ripple in the sunlight, like a sea, waves dancing over the surface of the ground just looks magical. Can’t get enough of it. It really reaches into my magic loving, fantasy adopting side.

So I decided to create a 3 part tutorial, covering the creation of a grassy patch of grass, followed by the creation of standing stones, including a displacement shader that makes them appear more than just stone – almost overgrown stones, if you like – and finished with a quick comp in Fusion within Resolve.

This is the part one – the flowing grass. I hope you like it.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: The Shrinkwrap Modifier in Blender 2.93 for retopology or surface based geometry.

I love Blender…

Yes, I know, broken record, but I do. And some of the things that have been part of it for ages have most recently been adopted by major production software.

Shrinkwrap in Maya is relatively new, but where did it get the idea from? I wonder…

Anyway, here is a short tutorial about using Shrinkwrap in Blender 2.93 to create surface geometry, such as clothing, belts, etc. as well as a slightly more in depth look at what everything does in it. Slightly more. Stay safe, peeps!

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: Modifiers. Today it’s how to use the HOOK modifier in Blender!

I love Blender…

Did I mention that before? Well, it’s because I’m “hooked” on it. Hooked! Geddit!!

(Rufio! Rufio!)

Anyway, I am hooked on Blender and one of the reasons is it’s none destructive workflow that you can achieve using Modifiers.

Hooks are a big part of this, if you want to, say, add a deforming patch with falloff to a surface that you might want to edit later, or if you want to add an animating lump into a shape, or if you want to control the control points of a curve so it can be animated.

Talking of animation, you can also use them animate pin groups on soft bodies, allowing you to create capes that you can target to a character, or ropes, or even the end of a belt.

Hooks are really good. Especially if you are a one-handed Pirate.

Smee?! Smee?! I think I can hear a ticking clock! To the boats!

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

TIPS: My personal Top 10 Blender Tips and Shortcuts!

I love Blender…

And, I’ll be honest I really love a Top 10. Top 10 facts, Top 10 songs, Top 10 Movie quotes. They are right up my street. Love ‘em!

However, I have been avoiding doing a Top 10 of anything as I don’t want people who watch this to think I’ve “sold out” to youTube.

However, I did realise that sometimes I rush through what I’m doing and don’t properly explain how I’m building X or animating Y and so today I wanted to make a video of my favourite tools.

It just so happened I got to 10.

So here are my favourite tips, shortcuts and tools that make my modeling experience in Blender so much more fun.

Here is a simple tutorial to explain the use of it, without making it part of a much bigger thing. Nice and simple. Hope you like it.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: The vertexWeightProximity Modifier! Unsurprisingly, it’s good. Really good!

I love Blender…

And I love it’s Modifiers. Yes, it’s another One By One.

Being able to deform the shape of something its quite important when it comes to animation. The most simple rig uses deformers to simulate bending, twisting and volume changes and these are all accomplished with deformers. Some of the best facial rigging comes from a conjunction between bones, shape keys and deformers.

But using them can be a little daunting. Addressing them on a “One by One” basis makes it easier to get to grips with them.

VertexWeightProximity is a prime example of one of these modifiers.

You can create a vertex group which performs a shape change and then drive it’s power with an empty. Close to the skin, deformation, further away no deformation.

Here is a simple tutorial to explain the use of it, without making it part of a much bigger thing. Nice and simple. Hope you like it.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

ONE BY ONE: Shading using the Geometry Input Node Random Per Island in Blender!

I love Blender…

But I didn’t use it for ages.

I used Maya then Modo and Maya, then Maya on it’s own then Blender!

For a while there were things in Modo and Maya that were not in Blender. They’re all good for certain things, but there was an option in Modo that I loved which used a gradient to add a level of difference between each separate island of geometry that had it.

It used the object’s individual ID of each object to pull a value from the gradient, making each item with the same shader slightly different. A few releases back Random Per Island was added to the Geometry Input Node that allows us to do exactly that.

Please watch the vid and you can see some of its wonderful uses.

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

TUTORIAL – Baking out UVProject into a UVMap in Blender!

I love Blender…

But sometimes they way it does things leads a little to the imagination.

Take converting a UV projection to a UVMap, it should be a one, maybe two click operation.

It’s not.

You need to create a UVMap for your object and then another for the original projection and then you have to make sure that the Projection UV is active, but you have to have the UVMap selected as well… It’s overly complex.

But, once you know it, it’s quick to achieve.

On occasion, this rambling 14 minutes sounds a bit off, but watch along and you’ll get the idea! Take care and speak to you soon!

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.

TUTORIAL: Fspy and UVProject in Blender! – making photoreal scenes with little effort that look ace!

I love Blender…

And I tell people a lot about how much it can do. Yet, People often think it doesn’t do the same sort of stuff that people can do in Maya and 3DSMax in regards to TV quality visuals.

A lot of visuals are faked by using real photographs. Guess what? Blender can do that too.

So on this tutorial, we talk about two things, Fspy and UVProject. Fspy is a free, open source software that creates a camera and it’s position from the vertical and horizontal planes in our picture and exports them into Blender via an addon that you get when you get the software. And UVProject is a modifier – see I’m still all about the modifiers – that makes the UV mapping for your shader correspond with the view from your camera.

Couple these two together, and you can quickly create scenes that would take forever to build and shade.

And Hollywood has been using this process for years to make environments seem real.

You can find out more about Fspy here:

https://fspy.io/

The photo used in this tutorial has come from unsplash

https://unsplash.com/photos/K5sjajgbTFw

And the person who photographed it is Nolan Issac:

https://unsplash.com/@nolanissac

Take a look at the video below to find out more. Better still, subscribe to the channel and you’ll see a new one of these every week. Sometimes a “One by One” where we talk about what each part of blender does – at the moment we are concentrating on modifiers – other times tutorials on specific things or quick tips to make your life easier.

You want to see something not here? Then let me know in the comments. I’m always keen to help out where I can.

Take care and stay safe.