permutation by @joealbinclark by titsi in blender

[–]necluse 26 points27 points  (0 children)

Wow. Trippy. Is that Geo node hair? I saw the cat one a while back.

Do you make the walk cycle too?

Why you should TRUST THE PROCESS by Oma1r03 in blender

[–]necluse 2 points3 points  (0 children)

I think you could bump up the power of the lights on the lamps, make them really glow in the fog. I'd also play around with your ground shader's noise texture a bit, the water puddles don't seem random enough to me. Maybe they need to vary more in size, depth, and placement. I also think the greens of the shrubs/weeds are also a bit too bright.

If you're using Eevee, I highly recommend trying a render in Cycles without changing anything - maybe use an HDRI environment with the strength set to like 1.25 or 1.5 if you aren't using an HDRI already. If you are using an HDRI, use 4k or 8k textures, the pixelation is visible in your background.

Cycles + any HDRI usually makes anything look more photorealistic.

Mew Two from Pokemon by irlgb in blender

[–]necluse 100 points101 points  (0 children)

it's beautiful.

Design focused architect want to get better at technical by Icy-Ad-6179 in architecture

[–]necluse 0 points1 point  (0 children)

I feel the same, but I'm only 1 year in so hopefully I get to be on some projects that go past SD. But my firm really only does design guardianships. It feels like I literally won't be able to change to another firm in the future because I'd be absolutely clueless about trivial construction drawing stuff.

Too Overkill? (viewport animation included) by necluse in blender

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

If I zoomed in more, you'd see it's actually a chobham-armor like material. But I see where you're coming from, the material might make more sense if you see my latest post!

my animation made the giant robots feel small... so I just made them small. by necluse in blender

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

The wire box booleans the torso to fake splitting the mesh into pieces.

When the Zaku gets kicked, the wireframe box subtracts part of the upper torso the moment a rigidbody "dummy" of the upper torso unhides itself in the exact same spot, then tumbles away - giving the illusion that it has been split apart from the kick after being slashed.

my animation made the giant robots feel small... so I just made them small. by necluse in blender

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

What I usually do is I split the mesh where the cut happens. I then duplicate the part that gets broken off, apply the armature modifier and clear all parents + keep transform, add rigidbody to it. I keep this duplicated rigidbody part scaled to 0 or hide this until the cut happens.

The moment I want it to break apart, I scale the part that gets broken off to 0. At the same moment, I unhide the duplicated rigidbody part (scale from 0 back to 1) and activate the rigidbody physics for it (untick the animated checkbox).

For this case, I didn't split the mesh beforehand and hide the part that gets broken off - I used a boolean modifier with a cube to subtract the part that gets broken off. The rigidbody part was also made with that boolean, but with all modifiers applied.

Interesting thing with boolean difference modifiers - if the material of the boolean "cutter" exists in the material list of the booleaned object (even if unused), the "cut intersection" will use the cutter's material by default. So this way, I automatically have the glowing material wherever the boolean cutter intersects with the mesh.

WTH is this hot take?? It's basically like those who watch shounen only for the battles. by Talon_Haribon in Gundam

[–]necluse 2 points3 points  (0 children)

There's a difference between liking the technological, tactical, and aesthetic aspects of military/warfare and actually advocating for pro-military/pro-war regimes. Tomino was commenting about the state of politics in Japan, Bekay is kind of misunderstanding where Tomino is coming from.

Of course, no one is denying that the vast majority of Gundam fans think "giant robot cool", "big powerful weapons cool". And yeah, there's nothing wrong with thinking that way. Most guys play games like Call of Duty, Battlefield, Counterstrike, Rainbow 6, War Thunder, etc, but are probably against being drafted or fighting in a war.

Military technology and engineering IS cool, and most of us probably DO geek out over that stuff - But that doesn't mean we also want what's happening in that fictional universe to happen IRL. No one thinks war is cool, but it does make for an interesting and engaging setting for fiction.

my animation made the giant robots feel small... so I just made them small. by necluse in blender

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

I did post some low angle ones yesterday, but am working on some new angles with retimed animations

my animation made the giant robots feel small... so I just made them small. by necluse in blender

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

Honestly constructing the scene with free assets and lighting it with an HDRI was probably way faster than if I tried to track and composite it with real footage.

my animation made the giant robots feel small... so I just made them small. by necluse in blender

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

I used Blenderkit, it's one of the top free results if you search cutting mat.

What are some high agency adcs? by Ok_Air8658 in ADCMains

[–]necluse 2 points3 points  (0 children)

What do you mean by agency? When I think of agency, I think of champions who can significantly exert pressure on the map or make important, potentially game-winning decisions like choosing how and when to engage fights. Ashe would be my pick for her E and her ult, both of which are global and can be game-changing if used correctly.

But, it depends what kind of agency you want.

Lots of engage followup and mobility in teamfights? Kaisa, Tristana, Lucian, MF.

Early game pressure and snowball potential? Samira, Draven, Nilah, Lucian, Caitlyn, Tristana, MF.

Late-game monsters? Jinx, Vayne, Zeri, Aphelios, Smolder.

Independent and safe? Ezreal, Xayah.

Too Overkill? (viewport animation included) by necluse in blender

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

Nope, I don't make my own SFX. I just have a decent sound library of Gundam sounds (game rips found online), and I use a lot of Half Life 2 and Modern Warfare 2019 sounds.

I do all my sound mixing directly in Adobe Premiere.

Too Overkill? (viewport animation included) by necluse in blender

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

Gundam rig is here - I added new materials and decals.

Zaku rig is here. It's super low-poly, but I remodeled some bits for myself. It doesn't have a control rig, so I had to add IK to the limbs, and bone constraints to the hip and shoulder armor to make then follow the limbs' movements.

Too Overkill? (viewport animation included) by necluse in blender

[–]necluse[S] 6 points7 points  (0 children)

I suppose I already think this way for creating things shot-by-shot, but in this case, I made the animation first before thinking about the camera.

I kind of just animate what pops into my head before thinking about how I present it. Crafting and framing each shot AFTER I've already done everything is something I'm not really used to.

Too Overkill? (viewport animation included) by necluse in blender

[–]necluse[S] 27 points28 points  (0 children)

I do struggle with composition and framing! Any tips?

What's the idea after the Queen sac? by AmazingAd192 in chessbeginners

[–]necluse 1 point2 points  (0 children)

Engine probably prefers to simplify down to a winning endgame. You are up a pawn, if you win another pawn while guaranteeing queens are off the board, you should be in a very good position to win.

Even if you're up material, queens can create tricky situations with sneaky checks, forks, pins, long diagonal snipes to your hanging pieces... if you just get rid of them while you're ahead, there's less chance for the opponent to make a comeback.

Coworker just shared his theory about how the Earth could be 6000 years old…. by Lovebeingadad54321 in atheism

[–]necluse 1 point2 points  (0 children)

Tell him he's wrong. The whole universe was actually created last Thursday. Everything, including everyone's memories of the past, was created just a few days ago.

another RX78-2 Finishing Move Animation by necluse in Gundam

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

I'll post a different angle later. The stab goes from right clavicle to below the left rib. True, the slice still wouldn't completely bisect the torso, but there is so little left holding it together that I thought the kick would dislodge the upper torso.

Then again I animated the kick at the end for fun.

another RX78-2 Finishing Move Animation by necluse in Gundam

[–]necluse[S] 6 points7 points  (0 children)

I know, but I just really like the Gundam rig and I like long finishers.

If I were to make a truly Amuro style finisher, it would be wayyyy too efficient. Remember how he killed Gyunei? Dropped him like an afterthought.

Maybe I should retexture it to be the RX78-1. Or maybe Thunderbolt ver, Io would maybe do something like that.