Blender 3d 2018

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Blender is the Free and Open Source 3D creation suite. It supports the entirety of the 3D pipeline—modeling, sculpting, rigging, 3D and 2D animation, simulation, rendering, compositing, motion tracking and video editing. Support Blender development on https://fund.blender.org. Feb 28, 2018 3D is very complex for noobs in any package. And for 3D Artist changing to blender or expandig their toolset with Blender, will create a hard time in the beginning. But It is just hard because i am so used to do 3D in C4D. That simple thing wich i dont have to think about in cinema take a lot of time to find or to understand in Blender.

The project profile series of Blender 3D Architect is a collection of articles aiming for feature projects related to architectural visualization. We invite talented artists to share additional details about each project to demonstrate how they approach each stage. And also allow each author to publicize their work among our readers.

How does it work? It is like an interview, where we sent a couple of questions about a project for the artist.

If you want to check previous project profiles, visit this link.

Today we have a project named Madeira apartment – Kitchen from digital artist Marija Zegarac, which used Blender Cycles to render an impressive set of images from an apartment interior with a focus on the kitchen.

Blender 3d 2018


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What is unique about this project? The project follows a personal interest from the artist in interior visualization and shows the results of a lot of research on furniture and assets. Unlike many other projects that use premade libraries, the artist created all objects in the scene, from architectural elements to assets. That is a huge undertaking and shows a great skillset for visualization.

Let me thank Marija Zegarac for sharing the details about the project with Blender 3D Architect readers.

Was it a commercial project? What can you tell us about the motivation for this project?

This was my project, my vision of a traditional and cozy apartment. The inspiration came from a few Californian apartments that I saw just browsing the internet, searching for something different.

Did you use any references for modeling, like technical drawings?

I use pictures of models that I found on furniture sites and based my models on that reference.


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Did you model everything in the project, including furniture and props?

In this project, I model everything from scratch. From furniture to kitchen accessories and appliances.

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What can you tell us about the interior design (Layouts, materials, and props)? Did you have to create it yourself?

I had a picture of the apartment layout in my mind, and I made it based on that.
Some materials I did myself in Substance painter, some are procedural materials in Blender, and the rest is from textures.com.
One of the pictures in the living room is from pixabay.

How long did it take from start to finish?

This was a personal project that I worked on on the side for a couple of months—the total time from start to finish in around a week or two, including modeling assets and tweaks.

What hardware did you use to render? Can you share some render times?

I use two 2080 ti. I render the final result with 3000 samples, and it took around 30 minutes per render.

Can you share any details about the lighting process?

Lightning in this scene is mostly HDRI that I combine with some spotlights and area lights.
Area lights I used for some camera angles to make some items or areas stand out.


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Did you use any Add-ons or external tools to create the project?

I only used Hard Ops Add-on. It is really useful.

What would you say was the most challenging aspect of working on this project?

I think the most challenging was lightning. I change a lot of HDRI to get colors and lightning the way I wanted it.


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If you want to share any additional details about the project, feel free to send it!

I did this project a year ago, and I made all the models from scratch, and while it’s suitable for practice, I learned that I spend a lot of time trying to put things together that don’t fit.
So I realized if something doesn’t work, throw it out. It saves a lot of time.

Thanks again to Marija Zegarac for sharing details about their work. You can check more projects from her at ArtStation

PES 18 FMDL Face Editing Tutorial 3DSMax and Blender

Scripts and tools needed for importing and editing FMDL files:
1) Autodesk 3DSMax (I believe any 201x version will do)
2) Blender (any version that supports .3ds import)
3) GzsTool.v0.5.3 (or any newer) by Atvaark
3) MGSV FMDL PC/PS3 scripts for 3DSMax by Jayveerk
4) MGSV Scripts for 3DSMax by Jayveerk from NexusMods.com. (Paid subscription)

NOTE:
The reason for GzsTool’s crash/error on unpacking is due to some of the .fpk files being encrypted. The tool doesn’t recognize those files as valid pack.

Blender 3d Models

Not every FACE ID, not every face.fpk can be unpacked with GzsTool

“Works if you edit the UVMap with 3DS Max” (Txak)

“It looks like we won’t be able to edit some invalid .fpk inside until we don’t find any way to decrypt the files.”

For those who get error/crash on GzsTool – avoid unpacking face IDs from 16 to 250, some of them are corrupt. EDIT.BIN player database starts at face ID 745 (Aaron Hughes).

In the tutorial I’m unpacking face ID 7474 (Nene from CR Vasco Da Gama) and importing the edited model on Nikolay Bodurov (ID: 43414) default face.

– How do you fix eyes position?
Move the face 3D to fix the eye position (aoto WECN’s Face Maker)
The 3DS file only be imported / exported once, and cannot be used second time.

Eyes & mouth position are located in face_diff.bin

“Eyes & mouth position are located in face_diff.bin definitely. It’s all HEX code basically, so we need another tool (standalone or blender one), the other one being a face decrypter. One thing for certain – there isn’t much I can do, not a programmer myself.”

Solution to KONAMI original texture appearing over unmade player face. Only renaming IDs with the same length is working for now. (Example: 3603 De Rossi to 1039 Stuani)

Credits to MarioMilan for noticing this problem.

When you import a .fpk on unmade face ID, the original KONAMI texture is kept. For example you take De Rossi’s (ID 3603) face and import it on Bodurov’s default face. When you finish creating Bodurov’s face & hair textures in Photoshop, pack to .fpk and import it in game, PES will still display De Rossi’s face & hair textures. The reason for this is the code at the end of face_high.fmdl and hair_high.fmdl. (highlighted in the pic below is De Rossi’s ID folder path)

Blender 3d 2018 Download

The solution is to change the ID path value (De Rossi’s ID 3603) to your desired player ID in both face_high.fmdl and hair_high.fmdl.

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Blender 3d 2020

When edit a face, for example put the model face ID:4000 on face ID:4001, the new model replace the old but in both ID’s :S