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everfresh

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Everything posted by everfresh

  1. looks great so far! looking forward to the final render.
  2. thanks... tunnel is just a giant rotating torus with a striped material (gradient) applied to it ;)
  3. congrats, well done! camera and boat movement seem a bit too fast...
  4. new gif loop called "permaswing" :)
  5. everfresh

    Music Video

    great! liked that a lot! a few notes in case you've interested: the animation looks a bit floaty (even in the parts where he's actually not floating ;) ) ... the walk could have used some more love... and the scene with the city and roof tops doesn't really fit in... looks like you comped your character into an Element 3d scene and the lighting doesn't really match. but over all great work, very nice look and feel.
  6. fantastic modeling again. regarding the light saber: you could make the saber a lightsource, so the character get's actually lit by it...
  7. thanks :) little gifs of some setups are actually a good idea :) here's one of the fluid effects i used everytime a limb got ripped apart.. baked that one out to alembic and then imported that into my scene, just because another two metaballed cloners times 4 would have slowed down the scene by another 2 or 3 fps...
  8. it's really just an accumulation of basic techniques ... characters are rigged with advanced biped, the tongue for instance is a tracer made out of animated nulls to form a spline, then i just spline wrapped the tongue model onto the tracer. the limb-ripping effect is just some cubes which i put into a boole together with the character to subtract the cubes from the body to make the gap. the cubes are textured with a pink/white circular gradient, so it looks like there's a bone in the middle. most of the fluid effects are splines in a cloner, spline-wrapped onto either helix splines or tracer objects. when you put those splinewrapped splines in a metaball and apply a smoothing deformer you really have a lot of control over it and can art direct it precisely. was a lot of fun, but the scene got ugly to work with very fast because of all the tracers, spline wraps, metaballs and so on... so i had to constantly copy stuff from one document to another to be able to animate at a reasonable frame rate. ;)
  9. thanks guys... :) yes, it's all c4d, only a few additional particles added in post with trapcode particular. could have also made them with x-particles or clones, but the scene was already so heavy that i had to split it in 2 files, one for the morph in and one for the morph out...
  10. just finished a new animated gif called "mind your own sh*t". i hope you'll enjoy.
  11. very nice. love the car in the first clip.
  12. everfresh

    Interior WIP

    good work. one thing i've noticed immediately in the first one is that the gaps between the wood planks are too wide for a modern wood flooring, also there's a repetitive pattern going on. in the second some of the wood textures are off in orientation.
  13. hmmm, can't imagine the length makes that much difference... what was the hair count?
  14. thanks... :) render times were at around 14 minutes for the version in the woods and 9 minutes for the studio render... both at 1080p.. can't share the rig, since the model was for a client for further use... if the client of my client goes for the project, i might get the chance to animate the squirrel for some youtube clips... but for now it's just for print advertising purposes. what issues exactly did you encounter when using hair with physical renderer? didn't do much with hair up until now, maybe i just got lucky ;)
  15. they could at least have left one regular usb port remaining, so one wouldn't have to spend additional money on adapters... the touch bar seems like a nice gimmick, but i'm not sure how much it will help with the overall workflow. one thing that made me wonder is that they said the new mbp would bring a performance increase in 3d graphic applications of up to 130% compared to the previous mbp model. but when you look at the specs there really isn't that much difference, so how come they claim it's more than twice as fast? can anyone with more technical knowledge than me elaborate on that? i really need a new mbp, still running an old 2011 17" 2,66 dual core with 8 gig ram and a 512mb nvidia gforce gt... so i was really looking forward to this event... and although i think i like the new mbp in general, i'm not really convinced yet...
  16. thanks guys! @bentraje: actually it's not a quadruped, it's a biped. was thinking a lot about which way to rig it and chose advanced biped over quadruped for this one due to several reasons. worked out pretty well, also looks good in poses where it's on all fourth... here's a wire, and also one with the hair guides shown... went pretty low poly, because of all the hair it made no sense to me to make the mesh more dense, since it only would have caused more trouble weighting and brushing the whole thing.
  17. it's physical renderer... i've found that one needs a lot more light intensity in physical for hair compared to standard. but i liked the look of physical better.
  18. thanks cerbera alec, it's one single hair object, i made different maps for color, length, density and thickness.
  19. did a realistic squirrel for a film studio over the weekend. took around 20 hours all in all, modeling, rigging, uv mapping, texturing, hair... was a great learning experience regarding the hair system and turned out better than i expected.. here's two testrenders of it. hair count is 500000.
  20. everfresh

    POSTEΛ

    those are great... like igor i also like 2nd, 3rd and last the most. awesome mood.
  21. everfresh

    FLAT-ish

    nice.. looking forward to see more.
  22. looking great... are you going to add pegs as well?
  23. not a big fan of it stylistically (no real crit, just a matter of personal taste), but you have a really good audio-visual sense... your animations are spot on and fit very well to the music, and i think you've found the right balance between slow and fast movements to keep it interesting. so all thumbs up! :)
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