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Showing posts from April, 2021

Non Sequitur: The Great Peep Experiment

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Ever wonder what I do when I'm not working on VFX projects?  Me too.

Robotrio Behind the Scenes: Castilles in 3D

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The robo-racer Castilles arrives!  As with Dant, Castilles started out as a blueprint, just so I could get an idea of his exact proportions before getting to work. The blueprint served as a perfect reference as an in-Blender background; guesswork based on episode/short-based screenshots wouldn't have turned out half as well without a good 2D starting point.  Some factors, including his lower limbs and head, were notably easier than some of my other work, since they can easily be drawn from distorted and/or extruded cubes. The mouth, at least in Castilles' head was perhaps the easiest of the three, being a simple distorted cube. The mouth, at least in its current form, was done through an interesting mix between an armature bone for the jaw and shape keys for the overall mouth shape (and compensating for any weirdness that the first option leaves), meaning that all three robots currently have three different mouth styles.The canonically expressive visor, though, was far mor

Robotrio Behind the Scenes: DANT-1C!

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T he nature-focused diplomat bot from Robotrio, DANT-1C, has joined Ace in 3D! I'll keep my making-of down to one post this time, since I have a feeling I'll be able to move a little quicker here. I decided from the get-go that I should know exactly what Dant's proportions were, so I started designing an on-paper blueprint that fit Dant, keeping in mind his canonical height (3'6", for those who don't know). After that, I got to work!  Most of Dant was fairly easy, since he's mostly made up of cylinders. I had to change the ends of his forearms some to give his hands room to rotate, but most of his design stayed fairly identical to his 2D self. I suspect choosing how far one goes in realism vs. faithfulness to the original aesthetic is a challenge for many a 3D artist, although Leena informed me that I should stick with a fairly literal translation of the original art style wherever possible (i.e. the arms and legs' stripes shouldn't be individu

Good Friday

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 As a hobbyist 3D artist, I would recommend doing projects you really care about--not in a fandom kind of way, but nothing is going to take you as far in your creative endeavors as doing something that really, personally matters. I've been doing images Good Friday on and off since 2015, and it's helped me to delve deeply into some topics I wouldn't have normally felt the need to research, including nodes and volumetric materials. 3D is a medium that can be used for worship like any other, so why not dive in and go all the way?     I decided to lean more towards allegory in recent years, switching from emphasizing accuracy itself to depicting the more cataclysmic event that the Crucifixion is at its core--the reuniting of Heaven and Earth and the unwriting of the rules of death. One doesn't have to abandon a realistic art style in order to convey this sort of symbolism, so I decided to give it a try. Decided it would be best not to go into much technical detail this time