Here's the link to the final short film: • CODE RED (2023) | Sci-... Thank you for watching and thanks for all the support on the channel lately! You guys are awesome.
That use of wireframe is really clever! I've seen people do it for manufactured objects, but I never would have thought of it as a way of generating sinewous flesh.
this is kinda an older video but I just found it and its exactly what I was looking for. It's a little bit difficult to search 'how to make a monster with procedural veiny texture/ low poly' and yet here your tutorial is, getting exactly into some of the ideas I wanted to try, down to even the environment lighting. SO THANK YOU man, you earned a sub, awesome video!
This channel is incredibly underrated. Thank you for making videos! Every video is an excellent source of practical and very useful information. I'm a Maya user and your tutorials have helped me immensely. Tutorials for things like this in Maya are far and few between. They also usually aren't as good or they're outdated. I take the techniques in your videos and translate them over. The steps and tricks you share have been super helpful in figuring out simple solutions to complex FX in my own projects.
As competent as you are technically, it is your general sense of art direction that takes your work to a whole other level, and sets you apart from the flock. I hope you go very far. Cheers.
For animating shapekeys, there's a useful default addon called AnimAll. It doesn't get brought up often, but it allows you to animate multiple shapekeys within a single shape and means you can blend tons of shapes without manually sculpting keying and adjusting 30 different shapes.
From my experience this stopped working past like blender 3.0... but maybe I'm wrong?? legit agree and I loved using it, but it stopped working for me completley
Awesome video! The creature looks awesome and it gave me some good modelling ideas. I've seen the surface deform modifier used before in a car crash simulation where a low res model was deformed which deformed the high res model, so cool. I still have to test it for myself for use cases, but this was a great video, thanks!
I will say, the character design and render look great. My only criticism is that the animation looks very stop motion. There are a few super cheap mocap options including Move AI which just uses video footage to capture animations.. other than the stiff animation, this is pretty amazing. I'll keep an eye out for your future stuff
@@Mike-jv8bvvfx artists are wayyyy underpaid and the working conditions are awful, but starting your own studio is a lot of work and would be very expensive
@@ratofthecity6351 but worth it in the end as you will own your own intellectual property and not some faceless entity. plus the cost of computing power and tools to do things has dropped dramatically since the early 00's .
disney and marvel studios? so basically stuck in a neverending cycle of dogshit products with trash-tier writing and woke madness? such a bright future lmao
you should do a video where you use geo nodes to get detailed fractures of a building, then add constraints smoke, and tons of inside debris to make it look realistic.
The deform mesh on the high poly figure is breaking my mind! I am looking into all these remesh methods because I hate retopology! I might use this for my movie monster!
Amazing Model! Tho it kinda looks like from Love, Death Robots from the Episode named The Secret War But then again That's the best amazing monster model I've ever seen Good job man!
instead of using the deform mesh you could also have transfer the weightdata from the lowres mesh to the highres mesh, I also use that here and there and most of the time it is working really well, the only thing where it can strugle a bit is in Armpit areas, but only when you have not enough room there but other then that it functions great and when the armpit area is not to be seen anyway or it doesn`t even matter how it moves it should save you the extra step with the modifier that adds up a extra calculation step ^^
Pro tip, you can use fSpy to "extract" camera angle and focal length from a scene in an image, works best with scenes that have a lot of straight angles, it also has its own blender addon so you can import fspy scenes directly in to blender afterwards. Just makes it so you don't have to guess as much when blocking out the scene in blender.
Very good advice! I actually tried using it but couldn't get it to work propperly because I didnt have enough lines to reference the perspective. Probably just a noob problem for me xD
I feel like the short movie could have benefitted from from a much higher sample count from the rendering, but I don't know what the time constraints of the project was. I also had no idea the remesh tool could handle such a big challenge with the wireframe! I think I've underestimated that tools ability.
Hi! great stuff. Can you make a detailed video on the workflow of " Joinin meshes, remeshing, preparing for sculpting, then back again the same duplicating, remeshing workflow prior to rigging"... there's a huge knowledge gap I have in that area.
Great tutorial! Btw, can u make a tutorial of dynamic interactive trees like falling, cutted, wind, etc from the crash airplane on the many previous video?
Hello! Amazing work! We are shooting a fantasy indie film currently are in need of something like this, are you doing any commission based work at all? It would be great to discuss further with you!
Yes, commission work is actually my main source of income right now so that's fun! Although I must say that I've got quite a bit of planned work these coming months already so it might be tough to carve out time for more projects. We can definitely discuss it though, shoot me an email at granitefilmcompany@gmail.com and I'd love to hear more about your project ☺️
Yo man I’m trying to make a video game with a group and I saw how well you made this. Is there anyway you could make a few characters I have in mind for my game. If obviously pay you for it. Let me know man!
Dude I'd love to but I have soooo much on my plate right now😭 I wish you the very best of luck with your project though, I'd love to see how it turns out once it's finished!
@@AlbinThorburn hey man thanks! It’s all good, blessed to have you take the time to answer. If your plate ever gets freed up I’d love for you to help. We are in no rush as it’s still in the beginning of planning. Wish you the best of luck as well.
When will they finally figure out proper physics interactions between the skeleton and the skin? Humans are pretty skinny so it’s not critical but a monster blob with bones would have more jiggles. I’m just here to criticize ;)