3d Animation. Low Poly People Mass Walk Loops Tutorial (Part 2)
Low Poly People Mass Walk Loops Tutorial (Part 2)
I show you the final scene and talk through some of the complexities of so many people walking around. e.g. Stepping on and off of pavements to the street, avoiding collisions etc.
3d Animation. Mocap Experiment #2 (using ipisoft for Daz 3D and Carrara).
This is a talk through demo of using the ipisoft mocap software with Daz 3d and Carrara.
When the subject is anchored and steady, it's an easy process.
The Streets of SteamPunk NIGHT. With added IES lights, and a couple of material changes.
Now, adding the lights in Carrara with the Octane plug in is a dream, just change all lamplight shaders to one shader and make that an emitter an you are done in about 60 seconds. Here due to an import issue the widget for each object is set to 0,0,0 - so no where near your light. Change the material to an emitter and it will shine at 0,0,0. Useless. So you have to insert a primitive (I suggest a sphere), move it to the location and replace it with a spotlight or whatever kind of light you want. Once one is set up it can be copied (instanced) and moved to other locations. A one minute job is changed into a hour or mores work. Shameful.
Sorry for the large bitrate, my sony vegas crashes at the moment, so can't reduce it. I'm working on it. Enjoy.
How to Build a Big Set. 3d Animation. (Part 2 - Model and Location Scouting)
I talk about planning ahead for your large set, and keeping costs down.
I go through various websites for picking up cheap assets (you'll mainly be looking for places and things to add to your set - for later modification).
I go on to discuss location scouting, using google maps and google street view for example.
I finish by talking about level of detail (LOD) and where it can be skimped on to save in scene resources.
3d Animation. Motion Capture. (Part 2 of 3). BVH Carnegie for DAZ Carrara Walkthrough.
In part 2 we use BVhacker, DAZ studio, some BVH mocap and Carrara to demonstrate the conversion working as expected.
How to Build a Big Set. 3d Animation. (Part 3 - Reducing 3d Model size)
How to take shop bought models, and reduce them.
Some of the shop models are already very tight for size, vendors like Stonemason on DAZ 3d keep the textures and polygons down pretty well.
Then you can take out items you don't need, then look to replicate items rather than have them as separate objects. Also items not in shot don't need to be in the scene, so they can go as well. (Plan ahead on your camera angles).
The other benefit is that the scene will load and save quicker.
More details in the video.
3D Animation. Future City Traffic v0.1. Demo.
This is my first try at cloning vehicles in carrara. The first attempt has them traveling at the same speed, but as they are instances of a master object, the memory usage is very light.
This is going to me needed as the scenes in my 3d animated films are massive.
Just testing Twinmotion. I've imported part of the Red light district model from Powerage and not done anything with the textures apart from apply a combination of the existing textures and Twinmotion's built in textures.
3d Animation. Mocap test #3.
In this third Mocap example, I thought I'd try sitting down. This is not an easy task to hand animate, downright impossible if you ask me.
You can buy preset animations and edit them, but how about your own mocap? In this way you can determine the mood of the person sitting down. Slowly for ponderously or old, and more crisply for someone in a hurry for example.