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Comienza Ya. Es Gratis
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<html><img src="bam/logo_blender_art_magazine.jpg"> por Mind Map: <html><img src="bam/logo_blender_art_magazine.jpg">

1. BAM_17

1.1. camera, light, action

1.1.1. making light-saber using blender's composite node

1.1.2. 3 strip technicolor conversion

1.1.3. baking light projection and shadows

1.1.4. using the sequence editor

1.1.5. <html><img src="bam/issue17.jpg">

2. BAM_16

2.1. wow factor

2.1.1. skin shading using multi-layered SSS

2.1.2. realistic smoke

2.1.3. burn them all

2.1.4. making hair for wolf

2.1.5. <html><img src="bam/issue16.jpg">

3. BAM_15

3.1. animation

3.1.1. life after pose to pose

3.1.2. acting for animation

3.1.3. product rendering

3.1.4. heros's blender animation's

3.1.5. <html><img src="bam/issue15.jpg">

4. BAM_14

4.1. cartoon & game engine

4.1.1. making a low poly character

4.1.2. material retouching

4.1.3. creating carroony animation

4.1.4. learning the BGE

4.1.5. blender game networking

4.1.6. case study BRE

4.1.7. <html><img src="bam/issue14.jpg">

5. BAM_13

5.1. fantasy special

5.1.1. making a realistic underwater rift

5.1.2. creating a tree character

5.1.3. using auto massonry script

5.1.4. video editing

5.1.5. making of - andy tear liquid tubes

5.1.6. making of - glass girl

5.1.7. meet the blenderart team

5.1.8. New node

6. BAM_12

6.1. texturing special

6.1.1. multi layered plastic shaders

6.1.2. tangent space normal maps

6.1.3. creating realistic flame

6.1.4. blender to kerkythea

6.1.5. texture seam removal

6.1.6. roof tops - making of

6.1.7. <html><img src="bam/issue12.jpg">

7. BAM_11

7.1. mechanical

7.1.1. producing models with accuracy

7.1.2. amateur mechanisms

7.1.3. solid device construction

7.1.4. how to create weld joint

7.1.5. blender as NURBS application

7.1.6. blender bridges - walkthrought

7.1.7. <html><img src="bam/issue11.jpg">

8. BAM_10

8.1. organics

8.1.1. taonui face modeling

8.1.2. managing metaballs

8.1.3. modeling and rigging a frog

8.1.4. blenrig an introduction

8.1.5. froggy walkthrough

8.1.6. extinction level event

8.1.7. animated castle effect walkthrought

8.1.8. <html><img src="bam/issue10.jpg">

9. BAM_09

9.1. space

9.1.1. how to make a realistic planet

9.1.2. making a sun-like star

9.1.3. texturing an alien using nodes

9.1.4. modeling a low poly space ship

9.1.5. modeling an alien using subsurf

9.1.6. <html><img src="bam/issue9.jpg">

10. BAM_01

10.1. mechanical modeling

10.1.1. modeling a robot

10.1.2. plane line intersection

10.1.3. texturing a robot

10.1.4. animating a robot

10.1.5. <html><img src="bam/issue1.gif">

11. BAM_02

11.1. animation special

11.1.1. spidder rigging

11.1.2. game character rigging

11.1.3. animating falling feathers

11.1.4. making of "age of steam"

11.1.5. making of "plumiferos"

11.1.6. making of "new pingueon"

11.1.7. creating a texture in gimp

11.1.8. <html><img src="bam/issue2.gif">

12. BAM_03

12.1. rendering special

12.1.1. using yafray in professional environment

12.1.2. learn how to use sunflow rendering system

12.1.3. yafray caustics explained

12.1.4. learn more about yafray gi

12.1.5. dpi demystified

12.1.6. rendering optimization

12.1.7. <html><img src="bam/issue3.gif">

13. BAM_04

13.1. character modeling

13.1.1. character modeling at plumiferos

13.1.2. modeling a butterfly

13.1.3. rapid prototyping in blender

13.1.4. blender2pov

13.1.5. character design 2d sketch to 3d

13.1.6. respower super/farm

13.1.7. makehuman

13.1.8. <html><img src="bam/issue4.gif">

14. BAM_05

14.1. modeling techniques & Bbender scripts

14.1.1. blender material library

14.1.2. gen3 - tree generator

14.1.3. uv mapping techniques

14.1.4. blueprint setup

14.1.5. spin modeling

14.1.6. <html><img src="bam/issue5.jpg">

15. BAM_06

15.1. architecture & games special

15.1.1. normal mapping

15.1.2. archviz tips & tricks

15.1.3. from 2d CAD to blender

15.1.4. making the cathedral

15.1.5. making of burly brawl

15.1.6. <html><img src="bam/issue6.jpg">

16. BAM_07

16.1. materials

16.1.1. artistic glow using blender's compositor nodes

16.1.2. DOF using blender's compositor nodes

16.1.3. creating a realistic environment for BGE

16.1.4. blender and displacement mapping

16.1.5. blender and vector blur

16.1.6. <html><img src="bam/issue7.jpg">

17. BAM_08

17.1. car modeling mega issue

17.1.1. textured metal shaders

17.1.2. making a low poly car

17.1.3. modeling a car rim

17.1.4. modeling tires

17.1.5. making of 'cutting the waves'

17.1.6. making of scale model

17.1.7. car body modeling : an approach

17.1.8. <html><img src="bam/issue8.jpg">