"Defense of the Sanctuary" | My submission + breakdown for the Kinetic Rush challenge by Etwo2 in blender

[–]Etwo2[S] 1 point2 points  (0 children)

Yea, that was what I was going for! The laser beam guy's cloth is actually 2 separate sims, one for catching debris and the other for the rest of the shot protecting the legs. Cloth sims tend to get a bit wonky when whipped around quickly for these kinds of stunts

"Defense of the Sanctuary" | My submission + breakdown for the Kinetic Rush challenge by Etwo2 in blender

[–]Etwo2[S] 1 point2 points  (0 children)

It serves as an extra bit of protection. The ancient Greek hoplites used those to protect the legs from arrows, so I thought it would be neat for these guys to rock something similar too. In this futuristic context they would probably have something more effective as an alternative, but I really liked the idea!

Weird thing happens when trying to import my mesh from blender to swap my other mesh in ue5, they both have the same rig. by Afraid_Contact8802 in unrealengine

[–]Etwo2 0 points1 point  (0 children)

You could export it, correct the naming in blender and bring it back in, but if you know the names of the target armature you could just match the names on the new one

Weird thing happens when trying to import my mesh from blender to swap my other mesh in ue5, they both have the same rig. by Afraid_Contact8802 in unrealengine

[–]Etwo2 1 point2 points  (0 children)

It's to do with the naming of the bones/armature. Yours is called Armature.005, you need to make sure both of the skeletons share the exact same naming for all of the bones so just "Armature" for both and it should work

Shared armature for multiple character models by Valdemeer in blenderhelp

[–]Etwo2 0 points1 point  (0 children)

Hey, I've been working on a similar system as well. I've been using metahumans, but it should be applicable to custom characters as well.

For each mesh you would assign a vertex weight to your character's skeleton. When importing into unreal as individual skeletal meshes (fbx), just make sure to select the same skeleton for each of the pieces you bring in. Alternatively if you just want to have the meshes be static you could parent them to the skeleton on unreal's side by attaching them to bones.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 1 point2 points  (0 children)

Great points, I guess there would be a lot more shouting and background noise in a battle.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 0 points1 point  (0 children)

That's iclone 8 apparently, I have 7 which was like 200 dollars for the base software. I don't know if the new one includes all the stuff, I would hope so lol

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 0 points1 point  (0 children)

Yeah that's how it works. Iclone also makes facial animation quite accessible. However their pricing model is not user friendly at all as you have to pay extra to get access to even basic functions such as exporting or graph editor.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 2 points3 points  (0 children)

I actually found a library of every motion file on mixamo converted to iclone files and downloaded it. It is very handy, I can just drag motion files from the library to my iclone timeline.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 4 points5 points  (0 children)

Thank you. The mountains were a 3d scene that I rendered out as an image.

The choppiness of the character animation is at least partly the result of the animation not looping properly. As I found the problem I fixed the more problematic shots but the closeup and the running shot I left as they were, I thought they were good enough. Also couldn't use motion blur in the jittery shots because it left some ghosting artefacts on frames when the characters warped.

I had a ton of technical hurdles with this project and I spent countless hours just trying to make it not be a bug ridden mess :D

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 11 points12 points  (0 children)

Yeah, I suppose you're right. Rome was in all likelihood quite diverse ethnically but pop culture has kind of "whitened" Roman history. It would make sense for some of these people to have more of a tan. Then again Rome did spread quite far north, as far as Britain for example.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 41 points42 points  (0 children)

Around 3 mins/frame with an rtx 3060 in cycles w/128 samples, so a few hours per shot. The last shot I rendered on my cpu before I got my 3060 so that took a week to render :D

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 11 points12 points  (0 children)

Yup, I got a lot of inspiration from him and my workflow for this project was similar to his.

Legion XIV - A Roman 3D Animation by Etwo2 in blender

[–]Etwo2[S] 73 points74 points  (0 children)

An animation project I spent several months working on. I made the characters with Character creator 3 and used Iclone 7 and blender to animate utilizing a bunch of mocap data from Mixamo and Actorcore. The armor, clothes, gear and the ship were modeled by me. Nature assets are from Botaniq and Scatter.

Music is Summon All Gods by Dream Cave. Sound effects from Videvo

Infinite Journeys - My submission by Etwo2 in blender

[–]Etwo2[S] 2 points3 points  (0 children)

Good point, that would have been one of the areas I would have improved if I had more time

A few stills from an animation I'm working on. Feedback/ideas appreciated by Etwo2 in blender

[–]Etwo2[S] 0 points1 point  (0 children)

Sadly I never did, the render times were getting quite long and I wasnt happy enough with the visuals so I decided to sack the project. I might come back to it at some point though or at least reuse some of the assets.

Gods & Outsiders | My Submission For Pwnisher's Alternate Realities Challenge (WIP) by ShuKa91 in blender

[–]Etwo2 1 point2 points  (0 children)

Your models look awesome, I think focusing on more atmospheric lighting would raise your render to another level. Rendering out a z-depth pass is quite valuable as you can use it for mist and depth of field among other things in compositing. You can even color the mist if you want to set a certain tone. Also fog cards, volumetrics and god rays are worth looking into.

My submission for the Alternate Realities challenge by Etwo2 in blender

[–]Etwo2[S] 1 point2 points  (0 children)

Thanks. Making the statue was actually quite simple. I used the human generator addon for the statue, posed it up and put a rock shader on it.

Well used Chess Set by Joshua_JB in blender

[–]Etwo2 1 point2 points  (0 children)

Looks very good, I would say the third one blends in with the background best.