Re: Your Random Creations
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Production logo mashups—fun! The Marvel/Pixar one is cute, but I admit there is something uncanny about Amazon/Netflix. That one makes me feel like I've fallen into the wrong timeline.
I thought the same—some version of the future where Amazon buys Netflix.
Got bored. Built a DAW controller into my desk...
Unintentionally - it has a touch of the Sith about it.
Untitled Tiny Human Project
Roughly 31% complete. Estimated release date for 23rd July 2019.
Untitled Tiny Human Project COMPLETE
Ezra Robin Ward
As a connoisseur of babies, I must say that yours looks delicious.
I'm currently making a music instrument (more on that later. there will most likely be a dedicated thread.). But I was lacking a mallet to use with my wood carving instruments. So I went to a friend at work and asked him "Do you have a spare one?" "No, but we could, you, know, just make one for each of us" "Oh, okay."
So... I made myself a mallet.
My friend is making a dwarf-like one for himself, with brass and all. That dude. I just put a Raido rune on mine because I like it.
(okay so that's not a baby, but it's still a creation. Stop bragging, Owen.)
Dabbled with animation years ago, recently got back into it with Blender 2.8, and as a result, this emerged:
This project is mainly just teaching myself how to make IK rigs. The fact that this isn't even a render but a screen-capture should be a good indication of how much of a 'when I have some free time' side project this is.
Rad. I should really play with Blender. I've been too busy in my spare time bashing my head against a wall playing with Maya.
I made a London Underground sign cos.. *shrugs* bored I guess... now I've just started modeling an entire station.
Last edited by Regan (2019-09-23 20:41:41)
Henry, if you run into any problems let me know, I wouldn't call myself expert level, but I use the damn thing every day these days so I should hope I, at least kinda, know what I'm talking about. Also: Looks good, hella lot better than my first rig in yonder years.
Henry, if you run into any problems let me know
Taking you up on that, I'm getting low framerate on animation playback due to mesh complexity. It's not a render issue, as rotating the viewport with the animation paused still gives silky smooth updates, so I reckon it's just the time it takes to compute where all the vertices need to move to in order to match the rig is longer than 1/24th of a second.
Any way to speed up this computation without decreasing mesh complexity? Maybe some sort of progressive refinement on vertex position calculations, so you can get a fast-but-jittery playback at 24 fps?
The thing I forgot to mention is you can do a viewport render from anywhere, you don't need to be in a camera, it'll just crop it down to whatever your render dimensions are. And you can navigate in the viewport animation playback by clicking and dragging on it to scroll through, and spacebar plays it back in real time.
My typical workflow for dealing with high res rigs that just overload my system (Waves at the Innervate Flower) is alternating back and forth between tweaking animation based on my notes from the last viewport animation and watching viewport renders. Once I get to final polishing, or if I'm doing something really weird or technical, I'll grab the viewport render from where ever I threw it out to, bring it into after effects or premiere and then I can really clearly go through frame by frame and make my notes for changes, or have one monitor with the viewport render, one with Blender and then just look back and forth between them to figure out what needs to happen.
The viewport-mesh-resolution thingy is a really cool feature.
I MADE A BALL! *Bell rings* *Confetti falls*
Goof title aside - I've been trying to push a round sphere through a square hole -- making BB-8 a partner called... BB-K8, obviously. *shrugs*.
I want to model in... most of the details, and working from the knowledge that BB-8 has circle designs on every face, I wondered how would I do it?!
It would be too easy to paint it in normal maps and texutes in Substance painter - that wasn't the exercise.
There is probably something stupidly simple out there or a method I have riddled out myself to have a sphere that has the concentric topology on every side to do this... meh.
Last edited by Regan (2019-10-05 14:32:56)
Oh shit. I didnt see the previous talk on cg balls in this thread. I sort of followed along but transposed everything for maya terminolgy.
Day 2 of Regan Makes A Ball:
I threw on some quick and dirty edge wear to test how the geometry is coming along - I'd be done now if I were to just use normal maps but, noooo. I had to go and sphere-ify a cube - but, hard modeling all the details in one piece of geometry has, atleast, been sort of an interesting challenge I set myself. #inktober
Last edited by Regan (2019-10-09 11:35:35)
Does shooting a random "one shot" pointless film out of boredom count as a creation?
That was gorgeous. Love the mood. You should do more of these.