Making progress on the turtle mount after spending a lot of time relearning anatomy for the rider. Currently using my hard surface 3D skills to make clean geometry to take into zbrush later for detailing.
Does anyone have insight on working with blendshapes in a production pipeline? In any program, Blender/Maya/3ds/etc.
Topology will inevitably change over the course of a production, are there ways to make sure you don't redo tons of blendshape work? What if you want to transfer hundreds of blendshapes to a new character, but the topology isn't an exact match?
Blender unfortunately seems particularly limited, but maybe there's a plugin I'm unaware of?
Afternoon mograph. More exploration of the techniques I was messing with this morning, using a curve deform on a point cloud. It's a pretty nice way to instance and animate a swarm of... things. #Blender3D#B3D#GenerativeArt#3DArt
Messing with it, hammering out the rough edges, and added a feature to make the core glow instead of black. Cuz of course I would. #Blender3D#B3D#GenerativeArt#3DArt#MastoArt
And here's something of a redux of the first, with the finished(ish) shader, and a bit more work on the particle motion. I think that's quite lovely. #Blender3D#B3D#GenerativeArt#3DArt#Astronomy
Now that my shadow volume generation isn't borked anymore (and works with open meshes) I moved on to properly support the light itself with the shading.
Took the opportunity to rewrite my PBR stuff from scratch (ditching LearnOpenGL in favor of Filament).
While I'm still scratching my head on how to fix that smooth shading vs shadow volume masking, I at least got the point light attenuation working on ! 😃