
Learn to craft a realistic horror scene in blender with step-by-step modeling, texturing, lighting, unwrapping, composition, and post-processing, including the lady in black, castle details, and the stone asset pack.
Master creating a basic castle wall scene in Blender by modeling walls, applying a non-destructive bevel workflow, setting up camera and render settings, and switching from Eevee to Cycles.
Learn to model stairs in Blender, apply array and bevel modifiers, adjust origin and scale precisely, and preview renders to integrate stairs with the horror scene.
Create door and window holes in a Blender wall using the boolean modifier, adjusting geometry with edit mode, loop cuts, bevels, and precise scaling for accurate renders.
Master door and window frame modeling in Blender, including boolean separation, extruding along normals, loop tool bridging, beveling, and metal mesh details for a horror scene.
Set up lighting in blender using a sun and area lamps, adjust orange color and angle, plus negative lighting, then render to emphasize the background for a horror scene.
Apply the stone material using the polygon add-on and install the plugin. Adjust UVs, scale, and shader settings to create detailed, memory-efficient stone textures for a horror scene.
Refine stairs in Blender using loop cuts, bevels, and extrude along normals; apply proportional editing and individual-origin scaling, rotate, and reference wood planks and stone assets.
Blender workflows for creating a realistic horror scene using render kit and polygon addons, manage skeletons and stone assets, and perform mesh cleanup on low-poly objects.
Import and position a skeleton in Blender using render kit or polygon add-ons, manage parenting, and optimize low-poly meshes with decimate geometry and mesh cleanup while checking textures.
Create a Dylan Dog silhouette in blender for a horror scene, using a low-poly model for scale and shadow, with an upscaled photo mapped as emission lighting.
Master lighting and detail in Blender to enhance a horror scene, using boolean holes to cast sun light, bake highlights, adjust shadows, and add photo-scan details for realism.
Import a mixamo character as FBX, set up a dress with cloth simulation and wind, then apply a fabric shader with transparency and volumetric lighting to render Lady in black.
Enhance a blender horror scene with detailed props like fences and lamps, using extrusion, scaling, and copy objects, then render with miss pass, glossy direction, and ambient occlusion.
Master post-processing techniques for a blender horror scene using After Effects, including masking with a luma matte, lumetri color adjustments, edge glow, ambient occlusion, fog overlays, color grading, and overlays.
In this step-by-step tutorial we will try to make Dylan Dog cover realistic using the free program blender. We'll talk about modeling, texturing, lighting, unwrapping, composition, post-processing and more.
Dylan Dog is a former Scotland Yard policeman and works as a private detective who investigates paranormal events. A long time ago, when I was collecting comic books, I especially remember this cover.
I'll show you my way of creating a realistic human face in blender, which is otherwise a very difficult task. We will also create the lady in black and of course the castle and all the details you see on this render.
The tutorial is step-by-step and suitable for blender beginners, the final blender file and all resources are included. The first part of the tutorial lasting 12 minutes is free, after that you can decide if you want to buy the tutorial.
I will also share with you the Stone City asset pack. The asset pack consists of photoscans, mainly of old stone walls, grounds houses, churches, and similar buildings, about 40 assets ready for asset browser.
STONE CITY ASSET PACK (extra)
The asset pack consists of 37 photo-scanned models, mostly stone objects.
- Objects are mostly low-poly
- Texture is 2k, jpg image about 3mb per object
- Real-world scale
- Asset browser ready (marked as assets, + thumbnails)
- Color, bump, and roughness maps
In the last few years, I often needed photo scans of stone walls, houses, churches, and similar buildings, and I collected a lot of assets. Now I collected all the assets in one place, I photo-scanned several new ones and created this asset pack.
Stone City is an assets pack that contains 37 assets, mainly stone walls, houses, churches, floors, but also smaller objects that fit into the surroundings.
All assets are fairly low-poly and contain a 2k texture, which is not too large to slow down the scene, but large enough to contain a lot of information. Assets are not for scenes where the camera is too close to objects, but after a few meters, they look good. All assets have real-world scale dimensions and are aligned with the axes in a blender, so they are easy to use.