
Hello Again My Friends
Wellcome back. From my previous post, I had mentioned that I would be making some 3D renders so that you guys can use it for your desktop backgrounds. But I ran into a bit of a snag when I was posing my character. The current rig that I had for Nexus wasn't good for my work flow, and the process of actually posing him was a bit of a hindrance. I like to go in more detail on what I experienced as I was creating the renders. But don't worry, I have a few renders for you guys today. 😊

Firstly, after I was done wrapping up on Nexus last week. I couldn't stop thinking about Nexus as a whole and how I could make him better and more efficient with the armature rig. When I was trying to make cool dynamic poses for him, I realized that the process of it was taking too long. So I made the decision to add inverse kinematics (IK) for the character. Previously, it was forward kinematics (FK). Think of it this way, forward kinematics is like a robot. It needs more movements to do a simple task like walking or picking something up. Whereas humans, it'll probably take 2 or 3 movements to pick up a ball from the ground. In a video game, you might have noticed your character's leg lifting up slightly with the terrain from a hill or a street curb. In a nutshell, inverse kinematics is having smooth human like movement.
With my rig however, I had to put IK bones in the hands and feet. The process of this can get a lot more complicated. Like the relationships of each bone and how it communicates with other bones. If not set up correctly, the rig could fall apart, which has happened to me a few times through out the years of trying to rig a character. Like a marionette puppet, if one string is cut, the magic of movement is lost. As you can see the photo on the right, i've built custom shapes for the rig. So, instead of moving the bones themselves, I have a controller to make that process more streamlined. But setting it up was even more tedious than how I originally had it. I had to go in and parent each body part to the bones, the fingers took the longest!!! (lol). 😅 Honestly, I may have to do this all over again, since I'm updating the character more frequently now.

Before I redid the rig
My whole process for posing a character is slow and methodical. Rushing the creative process can lead to unsatisfactory results. I try to see what looks cool and how it correlates with what's being presented inside the camera. If the pose looks a little janky within the camera, I simply make a few small corrections so it's appealing to look at. Then I added in the environment because without that it wouldn't have a cohesive feel to it. I messed around with the lighting and a couple of settings to make the overall render look better. And then I render the image and polished it more in photoshop.

In my minds eye, this is how I'd imagined what the blockchain would look like on a playing field. The blocks you see with different complex designs on them is the data and since we're on Hive, I'd tried to go for different shades of red and white. Also, I would imagine the blockchain on Hive having beautiful scenery with milky white clouds and digital particles blowing with the wind. But holy cow, this looks hella cool!

I figured I'd use the thumbnail as well because I thought it was pretty cool too. Of course I modified it slightly for a desktop background. As you can see with inverse kinematics, you can really get some dynamic poses with ease. You know, the more that I look at this, the more it reminds me of MegaMan battle network. Maybe I should make a grid base environment for Nexus to play on. 😎

Pew, Slice, Pew, Pew!!!
The combination of using a gun and a sword is probably the most dopest thing. Like Dante from the Devil May Cry franchise. It definitely gives me more crazy ideas when it comes to combat for my animations in the near future. By the way, I really had fun with this particular pose.

And now, we've arrived at the end of the post. I hope you've enjoyed some of the renders I made for you guys. I know I've certainly enjoyed making them, especially after the inverse kinematics process. 😅 If you want more renders like this, let me know in the comment section. I like to point out at that the current rig that I have for the character is still not 100%. There are a few things that I need to tinker with to make it even better for posing and the animation process.
Cookin Soul - Mackaroni Beats
Cookin Soul is one of my favorite producers this day in age. I've been listening to him for about 6 years now. From chill,0 to boom bap beats, this guy is very versatile when it comes to making music. I suggest you give him a listen.
And as always, have a good one guys,
until next time, peace, love, and positivity. I'm out.

Programs Used:
Blender 2.9
Photoshop

Sorry I'm a bit late to this post. The renders came out so well though man. Would be a shame if you didn't make an animation with Nexus Prime :D
You're good man. I definitely plan on making an animation some time in the future. 😃
This is really neat and that outcome, wow! I really do admire people who can bring their imaginations to life. Well done and take your flowers 💐🌹
Than you, thank you. 😊 I appreciate it. I try to do my very best when it comes to creating the project and post.
And you are doing really well 😊
Inreally love your imagination its very wild, and how you combine the colors with the clouds its another mind blowing senerior
Thank you @fredaig 😊 i was thinking about maybe doing more chaotic scenery. Like different types of weather or something. A lot of things to think about.
You can still try that its good to explore different aspect of what works and what doesnt
This one is my favorite. I am planning to use it as my desktop's background. 😍
Yeah, i like that one too. 😁
Really impressive stuff - to this day I still have to even approach Blender in any way other than casually trying to put shapes together in an attempt to make something resembling a blocky low-poly model [and even those were still just messing around with the editor, since I didn't have a proper planning to model out a character yet], so it's SUPER cool to see that you've rigged a whole model to strike poses like these in your renders.
Thank you. This took a very long time to put together. From modeling to rigging, and this is coming from a person who mainly animates. So I appreciate you taking the time to reading my post and commenting. ☺️ I suggest you practice. It's very fulfilling and satisfying when you create and see the final results. It's almost like building a puzzle image together.
Man what a great job you are doing with your 3D animations, they look amazing, and creating a video game character is even better, but I always thought that takes many hours of work and that is why video games are expensive, and it is because of the hard work they have, I would love sometime to recreate 3D characters are very cool.
This character reminds me of Medabots, it's very cool.
Bro, i thought the same thing too! I use to watch medabots back in the day. Thank you for commenting and sorry for the late reply. 🙏
Loved that final rendered image with Blade in the hand, that came out looking so cool.
Thank you, I'm glad you like it. 😃
You’re a legend bro. These all looks so freaking good.
⬆️ this photo reminds me of the Astral Plane training sections of the video game Control.
thanks man. I was thinking pretty hard on how some of these poses should look like.
This pose is fire! The environment definitely gives Control vibes fosho wow. Legendary.
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