Tried picking up a pencil again after a long time.
Tried picking up a pencil again after a long time.
For a while now I wanted to do an actual flat fuck animation. It was about as janky to get working as you can imagine.
You can see the full thing on my Patreon.
Rubber and clay woman are overated. All my characters are made out of Convenientiumα΅α΄Ή
A very useful material that just so happens to have whatever damn properties I need it to for the given art or animation!
New animation with @themadastronaut.bsky.social's character.
Also, Merry Christmas and Happy Holidays everyone!
Posting requests from the last few months:
Found this old render when I was looking through my folders for something. Kinda miss this trend.
Fun fact: One of the advantages of having a pov style camera is that you can add in random blinking to hide any graphical glitches.
A short one to end off with. Happy Haloween everyone!
I watched Soul Eater when I was a kid on an obscure cable channel that simulcasted to a bunch of europian countries at night. As a result, half of the episodes were in the wrong language, which made for an... unique viewing experience.
2nd Haloween animation. The third one is actually not finished yet, so wish me luck that I can do it on time.
See you tomorrow hopefuly...
First out of 3 Halloween animations this year as voted on by my lovely patrons. (Note to self, next time a poll ends with a 3 way tie, just do a tie breaker vote.)
See you tomorrow for the next one.
I am slowly coming around to the concept of clothes stretching along with the body. It's anoying as hell to setup in 3D, but it's nice to be able to work with character designs that aren't just "girl in a croptop and shorts".
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How about we add a couple of days to October? Not a lot, just 50 or so...
My ass is so not on schedule...
Cant that be done by raycasting from each point in its normal direction?
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Not at the moment, sorry.
Thanks! Procedural animations are bit hard to pull off in Blender sadly. I tried to do a bit of fake caustics at least, but to do it for real I would have to render with a path tracer. And those dont play well with the toon shading (and would increase the render time by couple of months).
For the elongated parts I use geometry nodes to generate the geometry along curves and merge it with the main mesh. The rig controls the points of the curve and uses drivers to let me add/remove them as needed.
Blender