Thanks, at the moment mainly the Principled BSDF as well as the brick and noise procedurals for stripes and wood etc,
Yes, cycles was the renderer. 600 samples with denoiser, everything else as default (apart from switching to GPU). Thanks!
Thanks. In honestly, I’m having to force myself not to go down a more realistic route. I’m starting to think that sketching out everything first before modelling might, although time consuming, be a good way to bypass direct photo references to maintain a more abstract style.
Spent a while experimenting with a stylised cloud material. Now settled with a simple volume material with displacements, Voronoi for the bulbous shape and Hybrid Multifractal for little whisps, scaled and masked with Noise. Mesh created with metaballs, then converted to mesh.
I Like it awesome,
Really nice work. The squad car animation is so satisfying.
Those clouds look awesome! Just wondering what’s that ‘Flakey Bits’ node? I imagine it’s a custom one?
It’s a Musgrave texture node, I coloured and renamed to find it easier.
Time to re-ignite this project . I’ve written and storyboarded a ~5 minute short called “The Canary Case”, featuring a new and apt character.
Here’s the initial sketch with additional character with kitty friend. I really want to keep the geometric style for the characters but it sure makes it hard for them to deform.
I like the bird. How to make the feather?
Thanks, hair particles, using a feather object. One for the ‘belly’ and one for everywhere else.
I really love the rendering style of your scenes. Very inspirating!
Awesome! I’m looking forward to seeing more of your work!
You definitely should make any full animation like a movie over 10 minutes at least!
Thanks! A 5 minutes version is getting there.
“This case just got blown wide open” - Hoping to get back to this project soon. I’ve been playing around with Mantaflow smoke sims and at the moment I’m finding it a bit of a painful task. Mantaflow seems more powerful, but for me, iterating on ideas is quite slow, I don’t recall having issues with the previous smoke sim options, but maybe I should be more patient, or invest in embergen
I love the quality of your work - composition, color, lights.
How did you lighted this? I see one spotlight and maybe a HDRI? or some Area lights…