AEfter Ragnarok
Mohawk party
Sunday, 22 July 2018 @ 11:09pm
You only need one other person for a party right? XD
I’d settled down to work on poor f3nix’s avatar (poor because they’ve been waiting ages for it! I’m so sorry!) but there was something wrong with my hand. Lineart was excessively slow and shaky, I kept having to redo lines constantly and despite drawing over both a sketch and having the base available (though it was broken as I had a set of bases that just wouldn’t render correctly for some reason) I could not for the life of me get my hand to cooperate or certain bits to look right.
My stances are better than yours
Monday, 18 June 2018 @ 4:04pm
Zul’jinn had seen the water fight starting as he’d been swimming in from his wingboarding lesson with Mu’tai, and it was in full swing by the time he got to his chosen vantage point, comfortably chest deep in the pleasantly cool turquoise water. Anyone could be easily forgiven for thinking there was a severe mismatch going on between the combatants; comprising of the whiplike Avian Saun’de with the pocket rocket half-Avian Zara perched easily on his shoulders, versus the intimidating bulk of the Dragonkin Kae’lin with the buff Damian precariously and awkwardly balanced atop his.
June ProgBlog #3: Noob Errors!
Saturday, 16 June 2018 @ 6:42pm
Obviously, I haven’t done uv mapping for a while. Last time was three years ago (jeez I’m so slow aargh it’s too late for me save yourselves). So while I remembered how they worked and seem to have gotten better at actually making/unwrwapping them, I managed to completely forget what they were. So when I was setting up the paint object, I automatically selected the largest they had available (16k), because in Krita I always paint on 16bit canvases.
June ProgBlog #2
Monday, 11 June 2018 @ 8:26pm
I was actually intending to do this on Friday, but I was also setting up some new backup drives (my original drive was appropriated) and needed to copy the old backup from my computer (where it’s currently taking up a HELL of a lot of space!) and I found out the hard way that I can’t use 3d Coat and have big copy operations going at the same time because it makes my computer run out of memory.
June ProgBlog #1
Friday, 1 June 2018 @ 11:48pm
I forgot to mention last update. Ages ago (6 years eep) I mashed a calendar for AER. Years later (because I always seem to notice glaring things years later, this does not bode well for whenever I finally get around to animating x_x) I suddenly realised, all the scientists in the Tranquility Calendar are guys.
They were all great and interesting people but seriously?
I mentioned this to darqx and said I wanted to “even” it out a bit (there’s 13 months so it’s going to be slightly lopsided but near enough is good enough as far as I’m concerned). So being the awesome sibling she is, she helped me find a whole pile of notable female scientists from a variety of fields (and by that I mean she found most of them in the time it took me to find a few because one of us can just do things and the other only just do things when the focus is there, and then I somehow had to choose which was bloody hard work).
May ProgBlog #2
Friday, 25 May 2018 @ 9:05pm
After looking at how erratic my steem and Patreon feeds can be, I guess I really better put in the effort to make these weekly, perhaps showing off the pathetic amount of progress I didn’t make will kick me into working more harder smarter.
So as I said last update I’m going back to what I know (which is keeping the polycount as low as possible) but experimenting in a slightly different direction (I have a probably unhealthy obsession with needing all the quads to be as square as possible so I tend to end up with slightly dense meshes).
May ProgBlog #1
Friday, 11 May 2018 @ 8:43pm
Blender’s viewport is massively outdated and exceedingly laggy. This has made trying to correct the weights on the ~300k poly model of Red agonisingly painful and take way, way longer than it should be. I still have plans to do a proxy for animating with, but that doesn’t remove the need for the actual model to work. Apparently this will be fixed and updated later this year and from the sounds of the people who are braving it in its current bug-infested state, it will be wonderful. I’m not waiting around for it, I’ll just let it catch up to me which is highly likely.
April ProgBlog #2
Saturday, 21 April 2018 @ 4:54pm
Finally got all the stupid hair guides sorted and grouped, time for some expression testing!
Which also gives me a chance to fix weight maps. The auto-weight mapping does a pretty decent job, but it’s not perfect and touchups around the place are usually required (like for some insane reason half the innermost wing membrane was associated with the little finger why).
April ProgBlog #1
Tuesday, 17 April 2018 @ 4:57pm
I still haven’t worked out whether it’s better to keep a regular update even if it’s “I’m an idiot and got stuck again” or just not say anything if I’m that stuck.
So after combing the hair into the right shape, I found out a few things.
while the collision detection works really nicely in particle edit mode, it completely fails when actual physics is applied, because for whatever reason the emitter collision is completely ignored I can’t work out for the life of me how the hell to rig particle hair I’ve done spline IK for the tail rig so was trying to do something similar with the hair but don’t understand how particle weights work. Wasn’t the biggest leap to find out about curve guides, and then took me the better part of forever to work out that curve guides had to be on the same layer as the particle emitter to work. Once that was sorted out, I then spent way too long playing around with the different curve types to work out which one would be the best for the job. Seems that nurbs animates quickest so that’s what I’m using.
AER crowd character: LordHyena
Saturday, 7 April 2018 @ 7:21pm
Hyenas tend to be punks or warriors or punk warriors and I was pretty tempted but nope because it’s LORD Nigel, that called for a civil, classy hyena.
He may end up with ear piercings down the line.
This work by ryivhnn is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License