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Prototype test turnaround - animation
Just a model test. c: Ran a render of this last night, and when I woke up, it was done. :D
Category Flash / Miscellaneous
Species Unspecified / Any
Size 800 x 600px
File Size 2.27 MB
xD Yeah, the hair was probably the hardest bit thusfar. There's still a lot more work to do on him. I wanna do some tufts around the ears and whatnot... make him look more like the way he's drawn. Never an easy task, especially when you're dealing with a 3D program.
You're doing really well transferring your dude to 3D! (I was so-ho-ho pleased to FA-search for 'render' and see something pleasing amongst the results...) It really looks like you know how to study and practice. Glad to see your gallery here and hope you take this model all the way through!
Feel free to bug me if you hit a wall with 2.5. Docs for 2.49 were bad enough, but learning 2.5 is just awful since the devs are still making big changes.
Feel free to bug me if you hit a wall with 2.5. Docs for 2.49 were bad enough, but learning 2.5 is just awful since the devs are still making big changes.
Oh god yes. Took me forever to figure out that they had changed the default setting away from modifier keys. My console is usually a laptop, and I'm unconventional in that I don't like a 3-function mouse. xD
Thanks for the compliments! C: There's still a LOT more work to be done on him, obviously. The fur itself needs to be modified, though I may wait until 2.5 before I do that since the particle instances aren't compatible. I hate the way every time they update it, it goes wacky. At least they keep making the tools better, and the more I do it, the better I get.
2.5 is still in beta form, so I'm not surprised the documentation is lacking. I'm able to find my way around the program, and it looked like they added a whole lot more to the actual rendering engine. Huzzah! Better bump maps and better AO and a much faster ray tracing method. Thank god for that.
Thanks for the compliments! C: There's still a LOT more work to be done on him, obviously. The fur itself needs to be modified, though I may wait until 2.5 before I do that since the particle instances aren't compatible. I hate the way every time they update it, it goes wacky. At least they keep making the tools better, and the more I do it, the better I get.
2.5 is still in beta form, so I'm not surprised the documentation is lacking. I'm able to find my way around the program, and it looked like they added a whole lot more to the actual rendering engine. Huzzah! Better bump maps and better AO and a much faster ray tracing method. Thank god for that.
I 'wut' every time I hear someone's doing good 3d work without a full numpad, 3-button mouse, giant viewscreen monitor, tablet, and 3d-mouse. Though, I bet that pros who know how to use $50,000 worth of production software think the same about me, using Blender!
Word to the wise: though I encourage everyone to do it so that they 'get used to it', moving to 2.5 for production is still kind of a mixed bag, especially for anthro work. PAttr Map To texture maps don't work, and haven't for a year. As in, control over fur length or density or any other particle attribute can only be done with vert groups, not with the control and detail of texture maps. It's something I thought they would have fixed before they worked on the Sintel short film, but they just worked around it. (As have I.) On the upside, yes, rendering is much more efficient with 2.5. There are even deeper 'secrets', like experimental code branches that don't even get worked into the beta builds. I used the 'render25' branch for my latest pic since it pretty much halves render time and space requirements in stress cases like lots of fur or ray ops. With vanilla 2.5, 6gb of contiguous RAM required for fur means no FA browsing during test renders :(
Word to the wise: though I encourage everyone to do it so that they 'get used to it', moving to 2.5 for production is still kind of a mixed bag, especially for anthro work. PAttr Map To texture maps don't work, and haven't for a year. As in, control over fur length or density or any other particle attribute can only be done with vert groups, not with the control and detail of texture maps. It's something I thought they would have fixed before they worked on the Sintel short film, but they just worked around it. (As have I.) On the upside, yes, rendering is much more efficient with 2.5. There are even deeper 'secrets', like experimental code branches that don't even get worked into the beta builds. I used the 'render25' branch for my latest pic since it pretty much halves render time and space requirements in stress cases like lots of fur or ray ops. With vanilla 2.5, 6gb of contiguous RAM required for fur means no FA browsing during test renders :(
Hah, yeah. Interesting - I've never tried using a texture to drive fur lengths or anything. I've always used weight painting for that. It'd probably make a lot more sense to have a texture, though. Hmm.
On the other upside, I have been waiting for ages for the blender devs to come out with their coolest new feature... netrendering. I know with PC's it's a lot easier, but I'm entirely mac-based, and well... I go a bit nuts with it. I've got a pretty insane setup where I run a dozen servers - most of them for data storage, but they double as equally good rendering machines. This new feature will allow me to run a renderfarm across any OS as well... Very helpful.
I'm just waiting for it to work again. >_> The recent versions seem to have a bug with distributing the files to the slave machines.
On the other upside, I have been waiting for ages for the blender devs to come out with their coolest new feature... netrendering. I know with PC's it's a lot easier, but I'm entirely mac-based, and well... I go a bit nuts with it. I've got a pretty insane setup where I run a dozen servers - most of them for data storage, but they double as equally good rendering machines. This new feature will allow me to run a renderfarm across any OS as well... Very helpful.
I'm just waiting for it to work again. >_> The recent versions seem to have a bug with distributing the files to the slave machines.
O ya, I think I heard the devs talking about that issue in irc, but didn't pay so much attention since I don't use it. I don't know if the fix will come quickly, but in the meantime, you might think about checking out http://renderfarm.fi/ , the public non-Blender-Foundation-affiliated renderfarm. I contribute time, but haven't used it, so I'm not sure, but I think they use their own Blender Add-on uploader to manage the distribution.
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