I did actually animate something with it a while back for a school assignment! It's basically previs but I never really felt like finishing it.
I do like the character animation though!
Felt good and just randomly started animating something like I used to do, but the I noticed that this WIP render I made feels so much better in reverse lmao
Currently working on both the FN animation-ready rig but also on finding a way to rig Miles' spider eyes as I consider being able to manipulate them is essential for animation (it's harder than you might expect)
I am FINALLY learning Simulation Nodes!!
First thing I made is a little after-image (?) setup for slow-motion stuff. Cyberpunk Edgerunners type beat yk yk
I'm finally working on an updated version of the despawn/death effect! This one is a little more.. layered? (advanced?)
You can do more stuff to customize it 👍👍
Tutorial soon
I think Blender's rigid body system is just straight up hilarious
I literally bust out laughing when this 50 gram ball travelling at like 8 km/h fucking exploded 100 KILOgram poles by barely touching them
Doing animation for tutorial!!
Very rough block out but I already know I'm gonna have to change the background if I want to get consistent lighting. Will add weapons soon
I am FINALLY learning Simulation Nodes!!
First thing I made is a little after-image (?) setup for slow-motion stuff. Cyberpunk Edgerunners type beat yk yk
Scrapped (for now)
I have too much stuff to work on and am gonna have to delay or scrap her. I also kind of feel like she might be coming to the game next update
I recorded a tutorial for this twice, one time I had no audio, and the other time I was almost done editing the whole thing and then I swapped PCs, and the file got corrupted 🙂
I might make another one in the future but for now have the .blend:
I'm finally working on an updated version of the despawn/death effect! This one is a little more.. layered? (advanced?)
You can do more stuff to customize it 👍👍
Tutorial soon
Still shots from the How To Train Your Dragon animation I'm working on! It's still coming, but setting up everything is taking a little longer than expected
The character animation is finished and I just started working on the environment and lighting.
Now THIS is pretty cool!
You can set the blender camera to Fisheye mode. I never really thought much of this but turns out that you can do some pretty cool stuff with it, adds a lot of dynamic value.
I've been holding off making "soft" grass like this because it never really worked in cycles, but I figured some of you Eevee artists might still want it so here's the node setup:
Put together this totally realistically inaccurate dystopian futuristic screen effect, looks pretty groovy up close. I'm definitely working this out more and using it for some upcoming animations
Omen Ghost Punch ouchie
Finally messing around with the grease pencil! It's really satisfying but frustrating at the same time. Maybe I just have to get used to it, I know I want to!
I'm not sure whether this is well-known but I keep seeing plastic-looking trees all over my timeline. Adding a little translucency can go a long way to making a tree looking more visually appealing
Useful for creative thumbnails! I think I might make a video on how to make this particular effect with geometry nodes, but I do also want to make a procedural building generator, which I also used in this picture
I made a little shader that basically plays fortnite's animated sprite sheet effects to use for research. This is pretty simple but I think some of you might want this as well, so I'll add the node setup!
Oh my god I can't stand to see another basic emission texture on the Foundation's head. It's so easy to make it look like it does in game/ in trailers. Here is a pic of a (very easy) node setup vs what most of y'all use vs the official look.
Please share this (for my sanity)
TIP: if you can't figure out what to make for a background, just take a screenshot from Fortnite and import it! That is if you're not suing Unreal Engine of course.
Me (rationally): Aight this should be a quick one, just manually animate a few blocks going up n stuff, 15 minutes max
Me (dumbass): but what if you spend 4 hours making a procedural system for this effect you're going to use once?
Version 1 of the universal (Valorant) face rig!
Implementing this is much more of a pain in the butt compared to the body rig because a bunch of scripting is necessary to get the bones to move to their respective positions. I have 0 Python knowledge.
I'm finally getting somewhere with the Spidereyes!
Next steps will be more bones for smoothness (50 per eye so far. I don't want to add too many more to keep a little FPS), more manipulation for the halftoned outer edge, face wrinkles, and asymmetry of course.
I'm planning on making the stylized animation tutorial more of a series, and my dumbass thought it was a good idea to start with facial animation.
Anyway, here's the "first pass"
I have to step away from repeatably making the same blue-orange light setup and start lighting stuff with different colors at some point, right?
right...?
Took a shot at creating a mostly shader-based eye rig for Gwen but stopped working on it because this method simply doesn't work well enough.
I'll try again using another method :)
This account is going to be the one I post tutorials from now on! I always kind of wanted to do it that way, just so I can keep finished art on there and technical stuff/ works in process here.
Anyway, another quick tutorial is coming out later today!
Hell o
Here's the (terrible) first blockout of the animated HTTYD parody scene I'm working on! This whole thing kind of makes me want to animate a dance sequence
Funny, every time I come back from some sort of vacation I upload a blocked out scene.
I saw that Overwatch started using this technique where they still use meshes for hair but kind of blend out the tip, I think it looks amazing and would love to explore it myself!
It's not as bad at different angles as you might think either.
Work at the studio and for animation school has been keeping me busy for the last few months, but I don't see myself stopping making game fan art any time soon.
Today I created the first version of a more graphic Valorant 3D rendering style, mostly inspired by Blur Studio
I made a little shader that basically plays fortnite's animated sprite sheet effects to use for research. This is pretty simple but I think some of you might want this as well, so I'll add the node setup!
You can also use this technique to add rocks and blend them into the environment as Fortnite does, the intersections are nearly unspottable
Again, only works in Eevee 😪
I've been holding off making "soft" grass like this because it never really worked in cycles, but I figured some of you Eevee artists might still want it so here's the node setup:
This virtual camera addon is ABSOLUTELY amazing!! I've seen similar things being used at big feature movies, you basically just move your tablet/ phone and the corresponding program updates the camera movement in real time
I'm in LOVE
It's possible to do this on Fortnite skins but it takes an unreasonably long time to set up
Also, forget about doing this with curly hair, you'll DIE
Look at this unholy UV map
I saw that Overwatch started using this technique where they still use meshes for hair but kind of blend out the tip, I think it looks amazing and would love to explore it myself!
It's not as bad at different angles as you might think either.
First version of my (Valorant) Metarig!
Now that I've animated with much better rigs I just can't live without them anymore, so I decided to start looking into rigging a little more.
This can be applied to any Valorant character and just work
The amount of trouble I had to go through to make this SINGLE SHAPE is insane
and now I'm gonna have to figure out how to make an even more impossible shape
Update on the beach: The first test render! I myself am pretty unsatisfied, I have to make the waves smaller and add reflections of the waves onto the the rocks. I'm still gonna add a lot of shit to it (like footprints and trees) so it might end up looking good enough.