Creating good geometry is one of the foundations of 3d. Without good geometry the final result will be poor, no matter the effort on the texture or attention to lighting. So spending a good amount of time obsessing with finished geometry can hep you dearly when you need to sort out poor geometry that has been supplied to you… or or even the unexpected results from boole operations!
I have found that learning W and F menus are invaluable when handling the small geometry detail work – as is being able to see the best way that polies can be broke down. Getting stuck in to re-make parts of the geometry by hand has been the best thing to get good results at the rendering stage if the geometry is compleately knackerd from a boole ooeration.
After I got used to this clean up opperation approach to geometry I had another look at retopo and found that I had a better understanding of what needed to be done – and certainly a better idea of how I could get there. Shrink wrap, and mirror modifyers help speed up the retopo process but again it is about getting your hands dirty and editing the vertex points one by one to create the contours of the model so modifyers work as they should and light reflects as it should… also useing the crease weight markers in the T bar along with bevel set to weight helps when then adding a sub surface.
Unfortunatly when it comes to problem solving the compression of quad numbers down effecivly i have no tips or advice… im still running on trial and error… and i need to solve the pinching that appears from this….
Hope this helps you approch retopo as a subject… I have found it invaluble to learn as my understanding of geometry has grown just by the practice
So this weekend I wanted to get back into some procedural animation… Think that it will be useful for build ins and such. I was watching some vids of Zach Hixson to get a better feel for Animation Nodes as I still feel a little out of depth… But do feel Like Im getting the hang of it now…
In terms of look dev… Just wow… So responsive and updates immediatly as you change lighting… And with perfect clarity to boot…
Whilst openGL rendering was massivly fast… 1500 frames in under an hour… It lacked clarity well at least depth of field. Anamating straight out was taking about 30sec a frame and there was some loading and saving time per frame making it closer to 45sec to a min. So mabe something for me to look at there in terms of efficency as this would probably be the same for cycles… Any hoo hope you like this output…
So it has been a long couple of months… Should be getting a house soon yay and also I have got some full time work where I am now working in 3d and its looking good. So I heard that blender 2.8s beta has got more stable so this weekend I have decided to get my hands dirty.
The speed updates to cycles makes look development an absolute breeze… And luckily asset management and speed flow are working in 2.8 so modelling is awsum too.
The UI update took a while to get used too but as soon as you get it it works like a dream… Great update altogether… So for my home development work I think I will be making the switch… And hopefully in three months I will take it up at work…. Think that next stop will be Eevee testing…. Well let’s not get ahead of myself….
Testing out some procedural modeling and animation. The process is very quick meaning this entire animation from start to upload can be completed in a day… Including rendering – although that is down to some very un-complex shading.
Have been trying to find some time to look at a bit more animation and with the addition of people to my set renders I have been also been investigating rig systems and how to apply them and alter the deformation values.
I came up with this little animation idea to practice some rigging and rig animation… And generally see how far I can push my animation techniques.
I have been struggling with the lighting in the new set visuals as Cycles is such a different rendering system to cinema 4d. And I over read someone on a forum talking about the compositor… now while i have know that the compositor is there and I have dabbled I have never seriously had a good look at what it can do for me.
Remembering some basic colour correction ideas from my photography days I have worked out this little system to work out the lightest and darkest point and I’m still working out the best way to find the grey point… although this might want to be a floating point as you can burn out the lights that can be very useful for a more punchy look.
So this is a massively useful tool that I really shouldn’t have been overlooking… Will also see if I can find luts for this tool… or it may be fun to make my own system for look ups.