I'm not sure if the rererererereretopo (I have no idea anymore) is any better than the previous one.
Probably a bit hard to see the original wireframe in black under the new white wireframe. My current problem is trying to work out how to connect the arms and if there's enough polys there. I love the Contours tool. I love all the tools. Have I mentioned how much less horrible Retopoflow makes retopology XD
You know that feeling when you have a scene written out (mostly because you only had kind of a vague idea of the set) and then you go and build the set and it turns out it's not quite how it was in your head (because what was in your head wasn't that clear to begin with?
No? It's just me? :S
Well, I have this scene where Zara jumps off a balcony, lands on something lower down, drops to hanging and then tries to swing somewhere else before getting picked up by a Royal Guard that dove after her when he saw her jump.
What I knew at the time was that Zara was at the Royals' office which is at the top of the central tower, so it would be a fair drop to the ground if she stuffed that one up. What I didn't know til I started building was that the tower has different widths and the office is narrower than the section it's sitting on, which is narrower again than the third section which I think is all the same width all the way down or may flare, I guess I'll find out.
I think the mini tower is supposed to look like an observatory but it looks like a freaking silo. The white section in the dome is solar panels, though I haven't done a material for that yet.
As far as I'm aware from my script, there's supposed to be four doors to the office. I'm leaving it a bit to see if there are actually four doors or if I'm just dumb. There's also apparently a toilet block (the big circle is a garden) and a a smaller conference room which makes the silo office tower that tall. But still not tall enough to do what the script claims.
Then I realised that the office balcony walkway thing (which is wider than the floors beneath) is held up by some decorative supports (one of which I'm in the process of building, the other three will be link duplicated) and that would be what Zara runs down. I guess I'll have to minor rewrite to have the Royal Guard that follows her see what she does and then decide that her running to the main edge of the tower and dropping down that is a tad deadly.
I'm also having to think about how the walkways and the balconies go as once again I don't seem to have looked carefully enough the first time, and also I was trying so hard to fit some kind of chairlift thing to the side that it took me a literal week to realise that the walkways are just extra wide because the Terrans that live in Acaedia have access to personal transports (either their own or the numerous communal ones available for free) so there's basically a fast side and a slow side.
Here's a gratuitous "look what I've done so far" screenie.
Oh yeh, the coding front. I don't seem to have written about that recently. My project (redoing my wiki to see if I can do some stuff I want to do easier than I'll be able to do it in Drupal, and by extension trying to work out which stack I should choose if sibling and I get around to getting our somewhat related umbrella project off the ground) deviates substantially from the OCA front end that I was practising for, so I've switched focus to said OCA front end. I'm apparently too dumb to figure out the developer docs to just get something showing up so the entire coding session was spent mostly reading (the docs, the source code for hive.ausbit.dev and Inkito and slowly trying to figure out if I'm rewriting the tutorial code in a way that will produce results I want. I think I'm onto something but I'm not sure yet, with luck I'll find out tomorrow when I'm coding again (or reading for hours either way).
This post also appears on my blog.
Want a crowd character? If you interact frequently with me here (either on my posts or your posts or better yet both!) or on one of the linked Discord channels, all you have to do is let me know and tell me what you'd like :) Everything you need to know is (probably) here and if it isn't just ask (sorry the link goes offsite to my blog where the layout is how I want rather than the one here which is only here because the original one was).
Thanks for looking! ^_^
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How's AER coming along, mate? I see that you've moved to Blender now, so animations are on the way. I can't wait! Man, I remember those days I used Blender. The rendering part is such a nightmare, but I really enjoyed how the vectors and equations were able to form the graphics.
Do you plan these to be episodic or as one whole movie? Because I think you have so many stories in place that it might be hard to just fit them all in one go.
Hiiiiiiiii!
You have no idea how ridiculously happy I am to see a comment from you again XD
It's going great guns (but not nearly as fast as I like because you know I would have liked to have been animating ages ago x_x). Ummm I guess I'm closer to animating than I was but still a ways off ^_^; I'm happy to call Red done for now but I wasn't happy with Zara's topology so she's getting redone yet again, and I still have everything and everyone else to build x_x
I actually switched completely over to Blender because the linux version of 3dCoat (which is probably where I was doing most of the work when you were last active) seems to have stopped getting updates and I was starting to have a lot of problems with the stuff I was trying to do. A lot of the things in Blender got better with the last few updates (notably sculpting and the viewport code which was long overdue for an update) and probably a lot of stuff I haven't noticed because I hadn't gotten around to using it yet, and I was able to fill in the magic retopo tools and the painting with Retopoflow and BPainter.
It's a lot nicer not having a pipeline x_x
I have managed to do one animation (it's actually a glorified animatic as I was struggling not to spend too much time on it so I could test what I needed and move on, and sorry about it being a link, my site doesn't embed) when I was testing out cloth dynamics, it's quite comedic XD
It's absolutely going to be episodic, the current arc I'm working on is pretty long and there's a whole pile more of them x_x there's at least one more "block" with this mob of characters and then a pile of stories with a pile of other characters.
That looks awesome! The shoulder movement looks smooth, the kicks are fantastic and I like the subtle fidgets with the head animation. I do have to say that the split itself (particularly the form when she hits the ground) can use some slight improvements in the form itself and not the animation, but overall I think this is spectacular. Look at you, almost three years and you've come so far! I feel so proud seeing this project grow 😄
Wow that's some glowing praise :O thanks!
The split part is supposed to look slightly awkward as I don't think it was easy to pick as she darts around pretty quick, but she actually aborted the flare (by dropping into the splits to be able to roll out) because she got distracted by something she thought she should pay attention to which is why that part looks so flow disruptive (that and also I was trying to keep it short as I think I'd gotten in aa the rig stress test moves I usually do XD).
When you put it that way I guess I have :D there was a lot of build up before then though XD
I've been working on this project for about 20 so far x_x
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