[Blog] Nearly getting there

in #blender7 years ago

P03_ANIM-P03_0287_FinalImage.jpg

I have been working this week and the last trying to wrap up some projects. I am currently overtime on these videos, they both took longer than I expected. Most of the work has been done by my good pal Alejandro Perez, but there still is a lot of rendering/exporting to do. I have been spending this whole year working on migrating my workflow from Softimage/Mach Studio Pro2 to Bforaritsts/Unreal Engine 4. I wanted to increase the quality and still have high speed WYSIWYG rendering - but still work from free and/or opensource software. Fortuantely a fork of Blender has started tackling the UI of Blender - because I was stressing out. I was slow, it was clunky.... but now in Bforaritsts I am a little slower than Softimage, but still competitive. I have found my only major bottleneck is rigging/animation - as HD models can't be animated - and the FBX export to Unreal.. but I have also found this year some efficient workaround that have dropped that time in the bottle neck by nearly x10. I am feeling more and more powerful each day - ready to take on more clients.

TL:DR

So enjoy, a render from Unreal Engine built and animated in Blender/Bforartists

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Unreal Engine really is an amazing piece of software isnt it!

You really nailed that tempered glass look!

Keep up the nice work man!

Thank you.

I shall indeed. I'm glad you liked the glass. I have enjoyed making materials in UE, the response rate making instances is beautiful and really... fun. Though now I have an even better glass model.

And yes, UE is fun. I find it revolutionary in many aspects - just getting in good character rigs and animation is a little tricky. I wish there wasn't the double thread 8 vertex influence limit.

Thank you.

I shall indeed. I'm glad you liked the glass. I have enjoyed making materials in UE, the response rate making instances is beautiful and really... fun. Though now I have an even better glass model.

And yes, UE is fun. I find it revolutionary in many aspects - just getting in good character rigs and animation is a little tricky. I wish there wasn't the double thread 8 vertex influence limit.