Did you notice I have no idea if the “k” in K12 is capitalized or uncapitalized? See, in the last sentence, k12 was capitalized. Yet in that previous sentence, K12 was lowercase. And yet, in that previous sentence… well, you get the idea. Anyway, Project 3 introduces modeling , and taught me something new–using a bump map texture; which makes the object look, well, bumpy. It’s interestingly called “normal” in the influence section of the Texture panel. My special addition for this project was using “emit” (same section, same panel) to get some parts of the creature to seem to glow. Upon noticing that it wasn’t a huge change (as well as my not being able to see its eyes), I also changed the camera angle and provided some more lighting. I actually noticed then that it looked like he was jumping down, so… well, I suppose a picture’s worth a thousand words. “Jason the Jumper”, as I call him, uses particles for the crashing-glass...
Waaaay back when , one of my earliest designs was a basic picture of Yoda. I made a few updates on it, then decided it was complete. Mark I--2/09/12 Pretty early on (a.k.a. I didn't know how to render), this was one of my very first CGI pictures (not to mention the first one I shared on this blog). After leaving it alone for a little, I decided to scale things up a bit. Mark III--4/16/12 This was much better. After Mark II (virtually identical to Mark III except for using the older Yoda model) I decided to upgrade it to this, then leave it be again, as I was satisfied with the way it looked--then, I realized what was was missing: textures. Although this is among my most colourful projects, it is completely textureless. I decided to correct that--as well as fix the lightsaber... Mark IV--2/27/13 Here's my textured, more detailed model; I used the claw from an earlier project for Yoda's right hand, and used two cylinders for the lights...
One shot was never enough. With real life kicking in and my specializing in a different field, I honestly thought most of Blender was behind me, outside the occasional test or minor project. However, this is probably my most advanced full-CG Blender project yet! I'm really grateful to learn that life doesn't have to put an end to projects like this. In any case, this was a full, multi-camera project rendered in Eevee (although the mask in the final shot was rendered in Cycles), and it used no small part of everything I'd learned (and some I hadn't yet): HDRIs, shape keys, multiple cameras, animated procedural texturing, and even gravity/collision physics. (I still don't dare attempt fluid simulation; the lava in the second-to-final shot used up to 6 shape keys to imitate both generic "waves" and its reaction to the falling rock.) In the meantime, I used After Effects for some minor compositing, sound, all of the final shot outside the mask itself, an...
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