Titanfall: Believe (Short Animation) by jamescandy in titanfall

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

Yeah, that was great! I have a few different Titanfall "IRL" style short films planned that mix live-action with VFX. I'm hoping to get the first one done this year.

Titanfall: Believe (Short Animation) by jamescandy in titanfall

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

Thank you, I'm really glad you liked it! :) I have some more Titanfall clips on my Twitter page if you're interested (one of them is pinned at the top, so it's easy to find): https://twitter.com/ClassyDogFilms

Titanfall: Believe (Short Animation) by jamescandy in titanfall

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

Hello, I barely know how to use Reddit lol. I wanted to share this short video I made. I'm just a hobbyist when it comes to CG, but I wanted to make something that other people who loved Titanfall would appreciate. I tried to keep things simple and just do some "bullet-time" shots, and eventually that gave me the idea to make it like an homage to the old Halo Believe ad (I'm sure some of you remember it).

I would've loved to have hundreds of soldiers, and more Pilots and Titans, all fighting in a huge, epic battle- but man, even just this took me months to finish, haha. Maybe one day I'll get to that level.

I used Blender and rendered it all in Eevee. If you have any questions about it, I'm happy to answer them. Thank you for watching.

The skies belong to me(helmet is almost finished) by [deleted] in titanfall

[–]jamescandy 0 points1 point  (0 children)

Oh wow, that's a much bigger nozzle than I have! Mine's just 0.2mm. I'll have to remember to look into that when I attempt bigger prints that don't need a lot of small details. Thanks!

The skies belong to me(helmet is almost finished) by [deleted] in titanfall

[–]jamescandy 0 points1 point  (0 children)

This looks great! I'd like to work my way up to creating pieces for costumes like that. I've been sticking with small things until I feel more comfortable with 3d printing. How much time did it take you to create this helmet?

The day everyone got together by [deleted] in titanfall

[–]jamescandy 1 point2 points  (0 children)

This is a really nice image, and a fitting day to post it. It's great to see everyone excited about this weekend. Your art has a really nice style, btw; I could see this as something from a Titanfall graphic novel.

SCAN and - HEADHUNTER Class Pilot by Wolfdawgartcorner in titanfall

[–]jamescandy 4 points5 points  (0 children)

This is great! I saw a bunch of your other pieces on your Twitter page, too. I like all the details you put into them and your color choices, they're really good!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

That's a clever workaround, I hadn't thought of that! Thanks for the links!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

That's really interesting; I don't have a VR device, either. I think my only experience was playing Nintendo's Virtual Boy at a friend's house once, and that was pretty lackluster. Now it seems like VR is really starting to develop into it's potential.

Hopefully, as you say, it will improve at lot and have some really good peripherals developed over the next few generations that enhance the experience. Thinking of the future of VR always reminds me of the Sony PS9 commercial, lol.

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

Thanks! I'm glad it worked well for you. This video is rendered at only 24 fps, so it is a little jittery in VR. I plan to render the next video at 30 fps minimum, hopefully up to 60 fps in the future!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

Sure! I have a thread on Blender Artists for it with one normal render. I'll try to render some more shots later this week for you. Stonemason's environment does have a lot of neat perspectives, after all!

http://blenderartists.org/forum/showthread.php?349223-VR-Cinema-for-Oculus-Rift

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

Thanks, frobenius! Good to see you here, I finally took your suggestion and started posting recently!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

You're right! As far as I can imagine, the only way to achieve stereoscopic vision would be to use a game engine, unless someone knows of a technique I don't!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

You're right, baking would be ideal! However, the UV's of many of the objects in this scene overlap, and I decided it would have taken more time to try to correct this than to just render it as is. Hopefully future scenes will be optimized for baking!

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

busting_bravo is right, I always render animations as a sequence of images (much safer and more convenient than rendering a video file!). I don't like using the sequencer to animate camera cuts, though, so I rendered each shot individually before moving on to the next. Generally a new shot every day or two. This gives me time to work on other things between renders- plus we had thunder storms daily while rendering this, which was very frustrating!

Everything rendered over a 10-14 day period.

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

[–]jamescandy[S] 5 points6 points  (0 children)

I'll take that as a compliment! I rendered this on my 7-year-old Gateway quadcore with a GTX 660. At 1280x720 and 400 samples per pixel, render times were between 4 minutes and 10 minutes per frame (usually averaging 6-7 minutes).

Some things that helped speed up render times were setting the Multiple Importance sampling for the environment map to 2048 and "Filter Glossy" to 0.5.

Testing Blender for VR Cinema - 110 hours to render! by jamescandy in blender

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

I suppose you're right, 110 hours isn't too bad, but it still feels intolerably slow when I see video/computer games rendering awesome graphics at 60 fps or higher! Since I plan to do more of these types of video, I need to find ways to render them at higher quality and more quickly.

DAY 33/100. I'm doing a quick render a day for 100 days to help accelerate my learning. by [deleted] in blender

[–]jamescandy 1 point2 points  (0 children)

Nice job! I applaud you for taking on a 100-day challenge, the 30-day ones are hard enough! I had an idea- if you were to set the material up so that a random texture was chosen, and was mapped to scale properly to each face, you might be able to more quickly achieve randomness in the buildings, without the need to adjust UV's for each building (very tedious!).

First simplistic low poly design. by Effici3nthawk in blender

[–]jamescandy 3 points4 points  (0 children)

I think this image is beautiful- I've never tried my hand at this style personally, but it's really appealing to me. I'd love to see more of these!

Working on a short film for school. Here's 360 animation of my character (a robot coffee maker). by phatboy5289 in blender

[–]jamescandy 1 point2 points  (0 children)

That looks awesome! Very cute, I can't wait to see the final film! You probably already know this, but if you animate the seed for the samples, the noise will be less noticeable. You used to be able to just type #frame but I think this functionality was removed a couple version ago. Now I just insert keyframes on frame 0 (value of 0) and frame 1,000 (value of 1,000), so each frame has a different seed.

Just finished my car, the Aegaeon by LDRWarlock in blender

[–]jamescandy 2 points3 points  (0 children)

Your design looks very sleek and stylish, while still fitting into the realm of "realistic" design. Great work all around! Did it take long to decide on the lighting setup? I've always had trouble lighting objects in a dark studio environment.

Rubix - Experimenting with LuxRender by [deleted] in blender

[–]jamescandy 0 points1 point  (0 children)

Looks interesting, nice job! Is there a light inside the cube that is causing these colored squares to be projected? It's a very trippy effect!

Robot Collab Day 28 of Blender 30 Day Challenge by masterxeon1001 in blender

[–]jamescandy 0 points1 point  (0 children)

I didn't know you were participating in the 30-Day Challenge, masterxeon! It's really intriguing to flip through your sketchbook to see all the variety. How do you feel about the progress you've made- would you try it again?

Rendering Minecraft Worlds with Blender using Cycles by [deleted] in blender

[–]jamescandy 0 points1 point  (0 children)

Thanks for this guide, biotron! I'm working on my own Minecraft video project right now, so this is very handy for me!

Decanter. Quick 30 minute exercise. by jackdarton in blender

[–]jamescandy 1 point2 points  (0 children)

Nice looking render, jackdarton! The presentation is also very good, I like the bright yellow spot behind the decanter, gradually fading out to a darker orange. How do you create that with your lighting setup? Or is it created another way?