[Blog] Solar LED project finished!
I was working on digitizing a product for a client, and made a video. It turned out quite well, now happy. You can check out a bit more on my artstation:
https://www.artstation.com/artwork/nQLVa1
[Blog] Trinumedia
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Re: [Blog] Trinumedia
[Blog] Clouds
I just discovered yesterday how to do volumetrics in Eevee with #bforartists, and well.. it's cool fun. I also found out a way how to get rid of the card shadow noise with a rendering workaround. I think... I will do a quick personal project now - maybe for the competition! Huehuehue.
I just discovered yesterday how to do volumetrics in Eevee with #bforartists, and well.. it's cool fun. I also found out a way how to get rid of the card shadow noise with a rendering workaround. I think... I will do a quick personal project now - maybe for the competition! Huehuehue.
- MikomDude
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That cloud looks pretty convincing! also a bit like a very fuzzy map of the world...
Still have to try out Eevee myself. Haven't downloaded 2.8 yet. Should make that something I look into in the future, although I'll be in Dublin over the weekend so not sure when I'll have time.
Still have to try out Eevee myself. Haven't downloaded 2.8 yet. Should make that something I look into in the future, although I'll be in Dublin over the weekend so not sure when I'll have time.
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Re: [Blog] Trinumedia
I like volumetrics with eevee. I plan to make.. something with this today. When you come back, Bforartists has merged in 2.8, so it's a bit more... iconized like trueSpace - so it's less jarring to learn. I highly recommend it. It has all the same features. In about a week there will be a new version with all the latest of Blender 2.8 official.MikomDude wrote: ↑24 Jul 2019, 23:47 That cloud looks pretty convincing! also a bit like a very fuzzy map of the world...
Still have to try out Eevee myself. Haven't downloaded 2.8 yet. Should make that something I look into in the future, although I'll be in Dublin over the weekend so not sure when I'll have time.
Meanwhile, I have been experimenting with Volumetrics. Learning how to layer them and max out samples for smooth artifact free renders.
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Re: [Blog] Trinumedia
[Development] Task #927 Done
Bforartists: Video Sequencer - Move view properties from Header to View Tab - closed
https://github.com/Bforartists/Bforartists/issues/927
Just.. little things I do in sooome spare time. It's fun. Bforartists2 - Alpha 0.6.0 will be online soon.
Bforartists: Video Sequencer - Move view properties from Header to View Tab - closed
https://github.com/Bforartists/Bforartists/issues/927
Just.. little things I do in sooome spare time. It's fun. Bforartists2 - Alpha 0.6.0 will be online soon.
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[Blog] Reffing
Or.. referencing, it's a process I go through to feed the mind, the art, and other artists who may work with me. I use Duckduckgo and a firefox addon Search Preview. I get results with thumbnails and the results are somewhat purer - we don't use anything, just ref!
Or.. referencing, it's a process I go through to feed the mind, the art, and other artists who may work with me. I use Duckduckgo and a firefox addon Search Preview. I get results with thumbnails and the results are somewhat purer - we don't use anything, just ref!
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Re: [Blog] Trinumedia
[Blog] Conceptualizing
I just got off a meeting with the client, going over the processs for this week while working on the game mechanics. All good! I've worked with Allon Kremer to conceptualize. We have been working on style guides to fast-track ideas. Later we'll make them.
To make efficient concept art, you gotta think of speed and not about quality, so that revisions won't be painful, and so words practically get made into an images. Then make art design sheets and color palette, later helps with concepts per prop/set.
[Blog] Art Style?
When a project begins, more often than not, the client won't know what he wants. So.. I try listen and connect and pitch styles.. without a large investment, getting a bank of ideas. Eventually an idea begins once I get the right artist to capture the idea.
I just got off a meeting with the client, going over the processs for this week while working on the game mechanics. All good! I've worked with Allon Kremer to conceptualize. We have been working on style guides to fast-track ideas. Later we'll make them.
To make efficient concept art, you gotta think of speed and not about quality, so that revisions won't be painful, and so words practically get made into an images. Then make art design sheets and color palette, later helps with concepts per prop/set.
[Blog] Art Style?
When a project begins, more often than not, the client won't know what he wants. So.. I try listen and connect and pitch styles.. without a large investment, getting a bank of ideas. Eventually an idea begins once I get the right artist to capture the idea.
- clintonman
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Re: [Blog] Trinumedia
"...while working on the game mechanics..."
Are you working on a game?
Are you working on a game?
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Re: [Blog] Trinumedia
yehp! An app for an exhibit I have to deliver in the next two weeks.. gulp...I'm doing it in Unreal Engine, so.. concepts are picked up quickly, though it's a little terrifying that I have a deadline to do it all.
Here is another blog post on the topic:
[Blog] Spagetti Madness
I started delving into #UE4, getting core concepts with #Blueprints. It has been enlightening. I quickly picked up concepts I would only dream of programming in code within a few hours. It is still a bit chaotic, but now I'm functional. #gamedev #indie
Here is another blog post on the topic:
[Blog] Spagetti Madness
I started delving into #UE4, getting core concepts with #Blueprints. It has been enlightening. I quickly picked up concepts I would only dream of programming in code within a few hours. It is still a bit chaotic, but now I'm functional. #gamedev #indie
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Re: [Blog] Trinumedia
It's a really cool project! It happens really quickly that you advance in the early stages of learning game development. I myself never thought I'd be able to learn any kind of program development but after a while, when you learn more, creativity will really push you to go further! Just don't let feature creep slow down your progress at it's very easy to pile up too much work and features when you realize you can do so much more than you previously imagined.