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...
The college semester rages on, but I'm still not dead! (Actually, it's not going all too badly.) Anyway, I've been doing more PhotoShop work for TV-Nihon, the fansubbing group I mentioned earlier! So a new Rider series is coming out, and even though I personally think the main character looks really considerably garish, I decided to see what I could do anyway! The first, pixelated one was based on the idea that (a) the series is partially based on video games (yes, I know) and (b) stylizing the image could distract the eye from the messiness of the suit in general. Unfortunately, the reviewer noted, the pixelation made it look a bit less pleasant than it could otherwise be, so I updated it with a less pixelated version! In case anyone's wondering how I pixelated the image, I just scaled the image to a really small size in PhotoShop, then scaled it back up with the upscale set to "Hard Edges." The background itself is from a preset from After Ef...
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...
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