New one, did a bit of uv sculpting to keep in practice.
really spent a while on compositing this one, does it show?
a frame from my take of the new stylized fire tutorial on blender diplom.
and one of a Comet whipped up on the spur of the moment.
(I would upload animations, but I don’t have an YT account.)
Attachments
Trying to make some sort of Tron-like Armor.
think if I can make an opponent, might stage a big battle, use it to teach myself appending.
OMG! The Tron motif is spectacular.
Your post from 29 Dec is extremely balanced as far as layout goes.
I value scene composition over colour dynamics.
Are you using emissive materials for the edges? Or is it all done with compositor nodes?
Thanks Jack, Umm, the tron one is pretty far from great but I am glad it is admired.
the tron armor is a shadeless material , rendered with blender internal and freestyle.
the reactor, uses the BI edge detector and a basic black material.
Volume test, took awhile to render, will play more later.
if devs read this, no bugs that were not present before.
How did you do your mist? I was wondering whether I could apply a noise texture to my mist pass and produce something a bit more patchy…have you done something like that?
No, it’s a smoke sim. you don’t need to to a big one, as long as you are doing stills.
just need to get that volumetric effect.
id did mine with quick effect fire. and then playing with the flame color till they were off whites and blues.
More volume test! oh shoot it didn’t save… soon i will have volume test.
Thanks, that’s what my original plan was for my scene, but if you had managed without then I was going to look compositing options too.
[ATTACH=CONFIG]289297[/ATTACH]
(WIP)
Working on an entry for the weekend contest. What kind of account do I need to post it?
Good work!
that’s a pretty cool result. Freestyle is pretty awesome. IMO, it doesn’t get nearly enough attention.
I hate to disillusion you, but thats edge render.
It’s kind of a one trick pony, but it does that trick with only a few clicks + compositing.
you can find it in the blender internal render tab, under post processing.