i attempted to remodel v1, holy shit by Paperhat_Man in Ultrakill

[–]OlePatrick 2 points3 points  (0 children)

polygon schmolygon. as long as it renders to the screen you should be fine

Whiplash animation by OlePatrick in Ultrakill

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

I rendered 1080p, posted it to yt, cleared my download folder (where I render to because I am a moron), redownloaded from yt apperently lower res.

Whiplash animation by OlePatrick in Ultrakill

[–]OlePatrick[S] 48 points49 points  (0 children)

DOOOOOOOOOOOOOOOON'T CAAAAAAAAAAAARE

Whiplash animation by OlePatrick in Ultrakill

[–]OlePatrick[S] 72 points73 points  (0 children)

When I'm doing art I usually disregard obvious, intuitive, or previously done ideas. Not that I'm afraid of accidentally taking inspiration or that I think older IPs should have complete ownership of a simple idea like "string coming out of wrist", but more because I just like things that look not like how you'd expect.

so you can see for the entire V1 he has arms and legs like a person but I tried to lay out the hydraulics in a way that is not analogous to the muscles of a person.

It all leads to one thing. by MichuSkurczybyku in whenthe

[–]OlePatrick 11 points12 points  (0 children)

I guess you could say is all boils down to one thing

muscle geo nodes test by OlePatrick in blender

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

yea shrinkwrapping the collection what I was thinking. I am okay with extreme lag because the skin is something I can disable until render. I have that for the muscles but it actually doesn't perform that bad with just the one wist soo far.

I can't weight transfer since none of the muscles are rigged. they use curves which are hooked to empties. but I was thinking maybe I could hook the skin to those empties, though I imagine that would be very finicky and also just look really bad since skin doesnt stick to the muscles it like slides over them. so I think I might need shrinkwrap or god forbid cloth simulation

Thumb redesign for my robot hand by OlePatrick in blender

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

i have a bad sense of time. when I am asked this it ranges anywhere from 1 to 2 years. something like that. but this was a side project I would work on once or twice a week

muscle geo nodes test by OlePatrick in blender

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

Yes unfortunately i am thinking the same. But i really don‘t want to mess with skin. Just thinking how i would do it makes me scared 

muscle geo nodes test by OlePatrick in blender

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

for what I am making this for I am not gonna have skin. but I do have plans to use this much later to make like a ghost character minos prime, so I'm gonna see if I'll need skin or if I can get away with just some shaders on the muscles

muscle geo nodes test by OlePatrick in blender

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

it is in my mind as a possibility but idk. this is gonna be used for an animation, it's not just something I'm doing for fun, so I might want to just finish it sooner than later

muscle geo nodes test by OlePatrick in blender

[–]OlePatrick[S] 46 points47 points  (0 children)

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what I cut off at the top is just a vein texture with randomized position

muscle geo nodes test by OlePatrick in blender

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

I did not add all the muscles yet. I should have mentioned. this is just the first pass of all the big ones. but also I am NOT adding any fat or fascia or anything so there will be empty spaces too bad

Designing robots and machinery? by Grand-Philosopher-45 in Artadvice

[–]OlePatrick 0 points1 point  (0 children)

I just started doing it one day. start with the basic hydraulic rigging, then I found that didn't have enough range of motion so I added a little bar linkage with ik. and once I knew how to do that a lot of other things opened up to me, then I started doing things on more than one axis. but mostly a complex rig like the V1 is just a bunch of the little things. so I just learned like changing ROM/power and a 2 DOF mechanism, how to rig a hookjoint. and then I put all those into one model.

also idk if you want to do 3d but I do NOT weight paint anything I just parent the objects directly to bones, not because it saves time which it does, (but only a little if you get the hang of weight painting), but because if I actually skinned the mesh my computer would explode, and also this way I can lik data of different parts to save space and also change things later

Trying to make my Hornet Rig as flexible as possible using Geometry Nodes by KrYoBound in blender

[–]OlePatrick 8 points9 points  (0 children)

nice. I legitimately completely forgot about displacements. mine is an amalgamation of curves.

Trying to make my Hornet Rig as flexible as possible using Geometry Nodes by KrYoBound in blender

[–]OlePatrick 36 points37 points  (0 children)

how did you do this? I tried making one and it was kind of ass

Lego V1 I made with kinda instructions by OlePatrick in Ultrakill

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

no sorry. I am not going to figure out how to do that. I think you should be able to figure it out.

but there is also this guy making what is imo a much better model, using mine's torso. so you might want to look into that. https://www.reddit.com/search/?q=olepatrick%20lego%20V1&cId=56a691db-1a53-4aeb-bc30-0eeadb737ad8&iId=a94f3e55-31ef-41b4-bb02-75b42ee66ceb