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Nov
08
2019

November ProgBlog #2: little touchups

Did I mention there was a lot of transitioning going on?

12yo is back homeschooling (kind of forced the issue and pulled her out as while she kept insisting til she was blue in the face that she adored school and absolutely under no circumstances wanted to quit, she refused to go due to being constantly "sick") so I've readjusted all my schedules again, and because I keep staying up late (I just work better at night!) I've stuffed up a lot of my own timing.

Nov
01
2019

November ProgBlog #1: Unstuck and into Blender

Alternate title: PROGRESS.  I AM MAKING IT.

I still have no idea what the original problem was, but I did manage to work around.

And I managed to work around because painting the normal map in the paint room was hell and I also really, really wanted to solve the other problem.

Because I'm not the sharpest tool in the shed, even though I realised the 3d Coat menus were contextual, I didn't really realise they were contextual.  So for a long time it didn't occur to me that I could export the sculpt mesh.  I got there eventually though, and sent it over to Blender to see if I could figure out what was wrong with it.

Couldn't find anything wrong with it (not that I'm a pro by any stretch of the imagination)  and found out I could export the model without reducing it first and reimport it into a new 3d Coat file without things crashing and burning, so I did that, imported the retopo model and then baked that.

Nov
10
2018

November ProgBlog #1

I missed two aaaahhhhhhhhhhhhhhhhhhhhhh.

Anyway.  I'm currently stuck with the dance animation because the characters didn't end up where I wanted them to be due to a severely truncated tumble run.

Screenshot 20181110 090833

I originally planned for Zara to do a proper diagonal with at least a slight run-up and 4-5 tricks.  Then I had a problem of Rei's tumble run being not nearly as long because she's just learning and doesn't know nearly as many tricks as Zara, plus she does a slower and more graceful one that doesn't utilise a run up.

Oct
05
2018

October ProgBlog #2: nearly forgot!

And if I don't do it tonight it will be late again as busy weekend is busy!

The process video wasn't done in time so it may make the next week's progblog or alternately it may never see the light of day, depending entirely on whether or not I finish Embers over the next week.  I did finish frame 3:

Screenshot 20181005 222036

Apr
18
2018

Blender notes: curve guides for particle hair and bonus hair colour without making separate emitter geometry

Add the hair in the usual fashion.

Hair setup screenie

By default the hair will just sprout wherever.  To restrict it to a certain part of the mesh, create a vertex group in vertex paint mode, and then use the group you created as a density map (found at the bottom of the particle panel).

Jan
13
2017

Thursday streaming results

The problem with doing 3d or animation or 3d animation (for me at least) is that the works in progress shots can be exceedingly boring.  I spent pretty much the entire streaming day yesterday finishing up the tail end of the rig test anim, and am currently letting it finish up a timing render which didn't finish overnight because I forgot to turn Avi's particles off.  Oops.

Base models quickie render

Base models quickie render

Base models in my3 pose

Dec
01
2016

Are we getting sick of the greys yet?

The Dragonkin build was relatively easier than the Avian one; the wing fingers were a little bit fiddly but there were only five of them as opposed to a million feathers and all one object as opposed to a million XD

Oct
18
2016

Realistic vaporeon works in progress

Blender viewport render of realistic vaporeon

I wanted the texture to be like the viewport render, but it ended up being one glossy vaporeon.  He'll do.  Working full time on this now to get it done by the deadline.  I was doing really well til I got sick, stupid sickness XD

On the bright side, I learned a fair bit about 3d Coat and going back and forth between it and Blender.

Oct
17
2016

Run XD

3d base models running still

Base dragging Avi off on another epic adventure (or just to go find the missing-because-not-yet-made D).

Doing the turnaround directly before that with two characters was entertaining.

Oct
12
2016

3D Coat/Blender notes: Getting ptex textures from 3d Coat to Blender

tl;dr: bake the damn things.

After painting, from the paint room go to Textures > Texture Baking Tool

3d Coat Texture Baking Tool menu item

Fill in the stuff on the dialogue box as appropriate (I have no idea how correct my settings are, I tend to take a best guess with anything I don't know :P)

3d coat texture baking dialogue