As promised, I took my MGS Title Animation project and turned it into a friendly Template that you can download and use to make whatever game over screens you need. For free! (link below)
I know this isn't what any of my followers followed me for, and it won't be done for a while, but in the mean time I made this cool geometry node that populates bookshelves automatically :D
A tip: Don't do the empty slots with a transparent material. There's a bug with Cycles that makes them still have shadows if the material is applied with nodes. Use empties instead.
Not much of an artist. I'm a programmer by trade. Started messing with blender because it's fun and I was inspired by Drawfee.
I don't really know what I'm doing, but I was following this tutorial for a cute little terrarium with mushrooms. It was fine lol. But my partner (an actual artist) suggests I should try and do it again but like my own, so I could stick what I'm doing in my head better.
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I spent literally all day on this. I'm so tired of looking at this thing. I'm so invested in it looking good but I also cannot continue.
It's supposed to look like you could see it on a halloween map in TF2 or something. There'd be a little purple fog if I had the time to figure out how I'd do that. Forgive the grainy look, it's not completely rendered because I have to GO TO BED. WHY DID I DO THIS IT'S SUPPOSED TO BE FUN
40x decrease in baking time, you can now see the time the baking process took aswell as how many vertex states were processed 10.2k vertices and a 250 frame long animation now take about 24s to bake (2.55 mio. vertex states)
How?
See, the last version used to write directly to the image and updated the progress bar after every vertex state.
This is really inefficient, because the image in blender and the python script are in sort of different rooms and you can imagine it as having a ton of documents in one and carrying one document directly to the other room after stamping something on it.
It's way more efficient to stamp all the papers beforehand in the first room and then carrying everything all at once into the second room. Also you go report that directly to your coworker after every document, which just takes a lot of time and doesn't need to be as accurate.
I apply that concept by first storing all of the vertex states in a numpy array and then setting the whole image to that array, also I only update the progress bar after every processed frame/object (can't remember).
About ActionBaker
This addon can export your animations and load them into GeometryNodes for you to fiddle around with:
Just select your object(s), bake a vertex index and start exporting!
The addon also bakes deform modifiers and shape keys
This process does not use any custom nodes whatsoever. You can share your creations with everyone or edit the inner workings of the node group if you're doing smth really specific
Hello guys! ive been working on this ps1 styled character of a protogen for the past few days and I think he looks very nice so far :D
A major thing Is working out how to limit colors nicely maybe in blender and seeing if it looks good all options i tried so far look rather meh
I really hope that tumblr doesnt compress it too hard lol
there are still a few kinks I need to iron out but so far pretty proud of it
here is he in all his glory in a more neutral pose
a closeup and last but not least a viewport image
Once I figure out how to make the rig a little better and finish up on the ps1 look I will start to make this into a ych thing maybe and add a different texture and props for peoples protogen to be ps1fied
Have a good day guys! Hope everyone enjoyed this post I sure did enjoy making it