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14

This is pretty easy in cycles, by mixing a transparent node with an emission shader based on how close the camera is to facing the normals head on. You can get the "facing" value with a Layer wieght node or by taking the dot product of the normal and the incoming rays from the camera: These methods are pretty much equivalent, though you have a handy ...


6

Without currently having blender at hand, my guess is that blender imports SVG as curves. You now have to choices to extrude this curve: Convert to mesh with ALT-C Extrude the curve, this is done in the Ext field in Geometry in the Object data tab


6

This depends on which Render Engine you are using. For more realistic Results you should select Cycles, but in this case Blender Render should work just fine. Set up your scene (Camera, Lamp, Object), select your Object and choose Wirein the Material Menu on the right. Rendered: In Cycles this is a bit more complicated, but here is a template: BlendSwap ...


5

There is no such thing as a 300PPI image PPI is not an inherent property of an image. There is no such thing as a 300PPI image, or a 72PPI image. PPI is just a useful measurement for determining the print size of an image. Which means PPI is completely irrelevant unless accompanied by physical dimensions. If someone says "Can we have that image in 300PPI?" ...


5

This should do it: http://opendimension.org/blender_en/line_drawings.php Generally speaking, quite often in 3D programs there's either a specific type of material you can make Or the program has a feature to make 2D line drawing out of your 3D object. Or a separate plugin.. Or both.. To be a little more specific: The other one is actual rendering ...


5

To my knowledge there's no way to use UV data in Photoshop and I'm not sure it would help with this example because the deformation is quite strong: it'd be a job for vector displacement filter (which Photoshop also doesn't have). If I had a task like this I'd go 3d and since you have Blender as a tag, here's a little breakdown of how I'd approach this: ...


4

So what you need to do here is look at your texture without the UV map on. Ensure that it tiles flawlessly, if it does not this is source of your problem. To solve this you want to make sure that A will always line up with B. I suggest doing this by essentially stitching together the joint on B where these images meet, then when you are sure that they tile,...


4

The fundamental issue You want to know what width and height your image has to be, measured in pixels. The PPI value (or DPI, if used interchangeably) can help you determine this. It literally stands for Pixels Per Inch. The following equation describes the relationship of the image size in pixel, in inches and the pixel-per-inch value that connects both ...


3

Blender might be overkill, but it certainly can do this. Import an SVG map. There is an addon bundled with blender which allows you to do this. If SVG not listed in File > Import, you must enable it in File > User Preferences > Addons: Then click File > Import > SVG and select your map (I used this one) Unfortunately the importer isn't perfect, and imports ...


3

3D Applications, like Blender, Maya, Modo etc. are as good as After Effects for mocking up things like this. Perhaps better in some regard, although typography is typically easier in After Effects. 2 dimensionality is after all just a subset of 3D. Slap in a orthographic camera and you are set You may need to work on the workflow a bit upfront. So saving ...


3

Yes its possible. That is after all what save does, writes down the positions of each vertex, normal information and connectivuty information to disk. So if we simplify the problem a bit and take a look at a box: Then save it as *.obj and then open the thing in a text editor then you would see: # This file uses centimeters as units for non-parametric ...


3

It is just a conversion factor and only comes to play if you print your image. Think of it as a post-it note attached to the image saying: "Could you please print this image as x units wide". When no post-it note, ahem metadata, is present image applications revert to 72 PPI. That does not mean the image is not good enough just that nobody bothered to tag ...


3

It's photorealistic, but who has scratched its work surfaces full of grooves? Normally anvils are used as hammering platforms. It can have gentle pits, shiny areas(Note1) and roundings at the edges, but deep scratches? How they are made by a blacksmith? Note1: I have brought an old anvil. The blacksmith tried to sell it. He succeeded. The anvil was cleaned. ...


3

I dont think the technique has a name as such. As with most things visual having a name for everything is impossible simply because written language is limited in scope. However the pulsating points on the trajectory of the object path are called (when they are called anything) time ticks. Time ticks are sort of a extension of onion skinning on the path ...


3

If you want to omit the perspective distortion you need to set your blender camera to ortho mode. This should create a parallel projection without the distortion.


2

To make an image like that would take a lot of time. Your best friend in Blender to create this image is going to be shift+D. Select all the vertices in your box mesh, press shift+D to make a duplicate of the mesh, then move it to its new position. You could try to use some modifiers to repeat the mesh along the axes, but then you'd still have to go over ...


2

greeble is a very very good hint. I used it in Blender 2.4. The plugin I used was the "Discombobulator" http://www.nccn.net/~w_rosky/evan/evan/programs/discombobulator/index.html Had no need for such an effect in quite a while, so I don't know if the plugin works in the current version of Blender. But: it's easy to create an model in an older version of ...


2

Check out Poser they have many 3D character models. You might even find some custom creations floating around online if you do a search. Another option if you want a 'unique' face is to use photogammetry, which is basically using multiple photos to construct a 3D model. I know there is at least one app on iPhone that does this, unfortunately I can not ...


2

Since blender 2.70, there is a wireframe modifier which you can use to easily create wireframe models.You can just go to the modifiers panel and select 'Wireframe', that will already achieve the effect shown above. However, you can make it look even better by fiddling around with the options.


2

The scratches look a bit wide to me, it gives me the sense that it's a very small anvil (more like something one would put on a keychain). A quick google finds some images with much finer scratches, such as this one: There also seems to be more hammered-looking bits in this image. I see you have some of that already which is looking good, but I think more ...


2

If you want to do some processing with the mesh data or format it to your taste, you can access it directly in blender through the python API, either using the CLI to run a python script in the background, like blender -b myfile.blend -P myscript.py or running the script from blender's text editor, there is also a python console where you can access the data....


2

You can create the tokens/coins by setting up a custom brush. I would recommend doing this in Illustrator as a custom scatter brush because doing so gives you more flexibility in creating and modifying your artwork. In Illustrator, each coin is "painted" by the brush tool as a separate object and can easily be modified as a group and then expanded and ...


2

You can do that in any painting program. Photoshop, Gimp, PhotoPaint, Krita, Painter, Paint.net, Paint, etc.


2

If i were you i would just take a look at some renderer that bolts into your CAD directly. Since you dont mention what CAD you use its hard to say. For example keyshot is pretty good if you have the kind of software that can hook into it. Now blender is not hard, for your purpose. Youve got the geometry, you dont need to learn animation in blender just ...


2

In a polygonal 3D software like Blender or C4D, the core idea is quite simple, you just have to create some vertices and connect some of them. Then just move some around. I.E. in Blender, from the start cube, enter edit mode, select all with A, merge at the center (AltM) to get a single vertex. Then use E to extude a vertex (and create an edge between), ...


2

There's no best software. Some are useless just in your cases due missing functionality, some others need too much work in your cases and some of them cost a fortune. The rest can be used, but if one of them is already fully familiar to you and is available, it can be a good selection just for you. Book mockups from scratch are discussed earlier. Here are ...


2

I repeat my old comment: As long as your images do not have common simple shapes such as straight lines or circles very loose warping should be plausible enough. But the light and shadows should be right. Could you accept it? If yes you can do it in 2D. An example One of your unused socks is clipped and pasted over an image of a foot as a new layer. A mesh ...


1

what's difference between Maya and Blender? Hum. Depends... With both of them you can do awesome stuff or lame projects. As with a lot of applications one defining thing on which application you need to use is the context of where you are doing it. If your work environment requires one application or the other. If you are a freelancer and you want to go ...


1

The basic idea is that you can control how the diferent passes interact with each other. For example the original render was the top left image, but I wanted some dramatic caustics (the refracted light on the floor) so I made an aditional pass there, and another for stronger reflections. Later you combine it for example in Photoshop. Depending on the ...


1

I think you need a Fresnel material. I don't know how it's achieved in Blender. It reflects 2 colors. One would be black for the normals pointing at your eye and blue for those who get perpendicular to your eye. If you don't know what I mean read this: http://www.3drender.com/glossary/fresneleffect.htm


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