I don’t understand 3d art but I understand enough to see how awesome this is. The amount of thought poured into this really comes through, love how complete this feels. Like you could just plop it straight into an animation.
Attempted to make another "live action"-style version of a ship from Star Wars: The Old Republic in Blender. This time it's the Flashfire scout ship from the Galactic Starfighter pvp gamemode. I decided to place it on the landing platform of the new Copero stronghold because of its beautiful scenery.
I even fully detailed the interior of the cockpit, which required a lot of "making stuff up" because the only way to see the interior of the ship in-game is by using the mount version of the ship, and that interior is not very detailed at all. I took inspiration from the aesthetics of X-Wing cockpit details for this.
The exterior remains pretty faithful to its in-game appearance, for the most part, but I did have to re-interpret a lot of details to bring the scale of it to a believable place. In some places that meant increasing the level of detail and making greeble parts with thinner shapes, and in some places that actually meant reducing the amount of detail and eliminating unnecessary panel lines that I feel wouldn't be in line with how ships appear in live-action Star Wars.
Texturing this baby was a lot of work, but I really wanted to make the surfaces feel real. I used directional smearing textures in the roughness and sheen weight channels, to create the appearance that the ship had been hurriedly cleaned off with a rag, but perhaps not very thoroughly, so the layers of grease and grime had just been smeared across the surface. This is especially visible in places where I added streaks of soot; I allowed the smear textures to influence the lighter layers of soot, but not in the darker places where it would have already built up since the last time the ship was cleaned.
I also created fully functional landing gear mechanisms, which are being demonstrated in the video. The cockpit canopy also has fully functional hydraulics but I didn't render an animation of them.
I encourage you all to zoom in on the beauty renders, (which I rendered in Blender's Cycles render engine) because there are a lot of details to take in.
I've also included a wireframe render so you can take a little peek behind the scenes.
EXCELLENT, YESSS!
Beast Wars: Transformers premiered 20 years ago today.
Look at this. Look. At. This.
I don't give a flying flet how unfinished or crude this is. I love it. It's cute and whimsical and the lack of polish just inspires me to share my own stuff.
At the same time, I am awed by anyone who is able to coax this much of their artistic vision out of a damn computer.
Hehe, cow
Here's my 3D / CGI work at school
it's a still life inspired by an artist workshop.
we have the wireframe for showing you the modeling reference of my objects
then the shades of grey to determinate how smooth things are
then the post-production (with images coming from google image for the background) where I had to had shading and rendering (having appropriate matters and materials and lights to my objects) and then working on light and scenery for the post-production once everything was composed.
and then I was asked to trick the eye by pretending (in post-production) that my computer generated object could blend in reality with real life objects. PLEASE DO NOT STEAL!!!!!!!!!
I watched this movie on cinema! And years later its still so good!
The Adventures of Tintin Director: Steven Spielberg Studio: Amblin/Nickelodeon | USA/NZ, 2011
I would like to also make the point the the orcs in Lord of the Rings (practical effects) aged significantly better than the ones in the hobbit (cgi)
Marvel movies have completely eliminated the concept of practical effects from the movie-watching public’s consciousness
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‘Bali’ House from CASA Studio
waiting for the moment
Me when I talk to my friends...and their reactions all caught in one tape 📼
The first of my japanese-style battle-barges is pretty much done. I might do some touching-up later (and frankly the cell-shading could use some work), but the modelling is pretty much done.
I reduced the number of broadside guns, since most battle barges have ~5 broadside guns and this one is supposed to be more carrier-oriented, added turrets, and finished the first tier of roofing.
I'm still trying to figure out cell shading, and the back section needs a lot of work, but I'm happy with my progress today.
working on modelling a battle barge for my homebrew Space Marine chapter, the Emerald Wings.
(Yes, this blog is named after them)