
I got paid to do a short little animation - took him about a month to get the cash for it (some university kid) but then he paid me to do a youtube title. So here I am doing something for very little cash, but for the fun of it - relaxing in trueSpace and it's slow crunching. I simulated, lighted and did everything in the workside of TS. I won't use my passes shader this time around - as I want to keep it cheap. I will put motionblur using Avisynth and a script from MVtools2 for VirtualdubMod - super cheap, and not a bad result - fast results.
So anyway, I did have fun and gave him the joy of trying out new colors. You can see all the iterations in realtime, so it was nice not have to render again to show the client a "close to final" look and feel...
You can see the iterations here.
I tried out my old realtime reflection techniques.. it's harder on a flat surface and will probably have to make a camera rig for that.. but kinda works. (using the camera projector)

You can watch the preview animation below. This weekend I'll render out the final. I have a lot of work to do, and this job was too cheap to give it priority, though it has been a pleasure.
I should learn Blender more - it doesn't have a bad GLSL realtime preview system - and a much more easier shader setup system... but well.... I wouldn't know how to get my passes system in that - nor how to use the Game Engine post effect and soon, realtime camera DOF and SSAO built right into the viewport!
Now.. if only it also had fog, lensflares, other beauty aspects - and last but not least - voxel based realtime GI like as in Unreal. =P
Oh well, meanwhile I'm still enjoying trueSpace and it's DirectX novelness and fun interface and workflow..




