Right here, right now, there're going to be some changes...
On the last clip I worked on, I tried to amend a couple of textures. I'm not too pleased with the results, but I'm posting the newest version, anyway.
The process continues...
As one computer generates the final video for the latest scene, I make model preparations for an upcoming scene. It ain't over until it's over.
WIP it good!
So, today I figured out that #wip refers to work in progress. And since many people consider this "Work In Progress Wednesday", I might as well post my latest test video.
The long process of animation
Here is the clip that I plan to re-do. As cute as it may seem, there are a few details that I want to see corrected. After this video is a brief outline on how I plan to recreate the scene.
Once the character is modeled, the armature is put in place. The armature is the structure of bones that are used to pose each character.
Normally an animator would refer to a hand drawn storyboard with all the different positions he wants his character to hold. But, I am too lazy for all that, and thus go straight to the posing.
Once all the key poses are mapped out, Blender will simulate the animation. The hair was intentionally left out because it slows down the program.
Now, Blender will process each individual frame into a video format. Here is the result with one character temporarily complete.
What's the difference?
These images were created using the latest Blender3D software and rendered through its new Cycles rendering system.
This new system takes the light source that you provide and repeatedly bounces that light on all surfaces. The older Blender rendering engine wasn't quite that sophisticated.
That's right, these shoes have no laces. But, ooh they're shiny.
Hair and shoes.
Hair is the worst part of modeling these characters. Trust me on this, people. The. Worst.
For the record, I'm learning how to model shoes properly. These particular shoes have no laces. Get over it.
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