Chips is the next in my personal animation projects. Chips has been the working title after the characters name Chips McGull… its kinda stuck and now would seem a little weird not calling it anything different. This was mainly going to be a rigging test for me but after creating and rigging a character it seems a shame not to create a little short and see the life of the character realised. Hope you enjoy.
I had four days completely free during my chritsmas and new year break, and it was pointed out to me that I had a character animation shaped hole in my portfolio… So I stumbled around for a day and came up with this little idea and a production plan that would hopefully be completed in that free time, about 38 hours in total… possibly went a little over that especially when i was getting my head around rigging… but to the most part I stuck to the 8hrs a day. A day for pre production, 3d creation rigging and asset finding. bout 1.5 for animation .5 for look dev and matt painting and the final day for comping, folie and book ends. Hope you like it, dont think the next one will be this quick in the making.
Ive always used speedflow, i find it is a quick way to import primatives and apply bevels and subdivisions… But I never really took it much further. Now being in 2.8 and getting the updates I wanted to put a bit more time into what can be achived with this addon and how it can help me work faster. Its called parametric modelling, you work from the simplest base primative, somtimes even a single vertex, and stack modifiers to build up the final result… this also helps as the end result can usually be systamaticly changed by altering modifyers or changing single verticies at the base level… hummm… maybe sounds harder than it really is here is a speed up of 2hours of me getting to grips with the new speedflow and parametric modelling… creating a boring asset for work.
The release candidate of blender 2.8 has been launched and i have started to roll it out at work… only for new work – it seems to hate 7.9 files… but using the 2d animation set up makes blender one of the quickest animation tools i have ever used… even quicker than After Effects! Eevee really seems to stand out in this environment too being able to shade with nodes for 2d work is so much nicer to deal with than the old blender render, not to mention the ability to break out into 3d when you like. The work bench engin is a masivly impressive revamp… i have found that it really helps me get a good sense of the outcome whilst im building in 3d and i have found that my clients are understanding the test renders that i send them better than they did before with the clay viewport renders….
Working in blender is really becoming a nice experience instead of a chore.
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
I have been incorporating animation nodes into my daily work with great effect. I have found that revisions take so much less time as animation changes are done through number changes and not keyframes. Also they can be used to create initial geometry… which i do need to look into.
Recently I have been trying to work on a raising heat visualisation… trying to randomly animate growth of 600 + Lines… I traced particles to make the spline paths (with Btrace) and then used this node setup to randomly grow a separate spline along it.
Animation nodes takes an age to get used to but I do think the results are worth it.
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…
Some screenshots of the build
Hope you like the build and animation.
Music By Ketsa – https://ketsamusic.com/
Getting addicted to his stuff!
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….
I have been using blender pretty solidly for about 8 months now… Even though I never thought that I would be able to put a showreel together here it is. Hope that you like it.
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.