In new builds of blender you will find under User Preferences/Addons/Object/Cell Fracture the new voronoi fracturing tool from Campbell Barton! It’s still under development, but already useful.
screenshot with all the options
In new builds of blender you will find under User Preferences/Addons/Object/Cell Fracture the new voronoi fracturing tool from Campbell Barton! It’s still under development, but already useful.
screenshot with all the options
Because this is a vfx film, the animation workload is a little less stressful than it would be if everything was animated. Which lets me get in with a fine tooth comb and really polish the c**p outa these shots.
Other things it lets me do it to add in little bits that’d make it look a lot more awesome (because we love that word here at Mango!)
So here’s a very brief tutorial on how to break things.
Hi!
Today I’m going to work on more shorts from the inside of the command center. Mostly set extensions and integrating the Captain, Thom and Ghengis into the CG environment. I decided to share my screen for today and let everyone look over my digital shoulder. I’ll try to keep it entertaining, but since I’ll be rendering, sometimes things can go slow :)
edit: I’m sorry, it looks like this turned out a typical monday, with lots of off-screen discussions, so I had to stop the screen sharing. I will resume this experiment at another point in time probably.
edit2: Scroll down for tuesday!
Here’s the latest in our Creative Commons dvd training series: “Blender Inside Out”. I’ve asked Jonathan Williamson from cgcookie.com – they have experience with other 3d tools – to make a cool collection of videos for experienced 3D artists; to explain Blender for them by using metaphors and methods they know.
The DVDs will get printed around July 10th, and get shipped to you before August. As usual – profits on our dvd bizz goes to supporting open movie projects like Mango! And as a bonus this time; it will allow us to do a bigger presentation at Siggraph – spreading free copies of this DVD to the audience as well!
And here’s again a random pick from this week’s presentation of progress :) Explanations about what’s what, and why and how should be posted in separate blog posts. The main quest currently is design style vs realism – efficiently using composition, detail levels, light, color and dynamic ranges to make things look photo real – and not CG. Really tough stuff. :)
A t-shirt -of course- that says : “I survived project Mango” …
But then forget the usual part about only getting the t-shirt: On the contrary ! you really get lots out of participating to an open movie at the Blender Institute!
And also , the project is not over , it’s actually running at a crazy pace. (So, don’t worry guys , there’s time for the t-shirts .. but make it a Pablo Londono’s design ! )
For me, the top 2 things I got out of it, are the opportunity to work on just what I like the most : the gloomy charm of a post-apocalyptic urban environment ? -and Amsterdam none the less- ? plus some rusty decayed sci-fi machinery ..can’t ask for better.
But perhaps more important is getting to work with the team , and just everyone was super-great, and it really makes a difference working and spending time in such an environment : I’m talking about the scary-good ninja artists in the team, but also Ton (himself!!) and the developers (and I was lucky to meet quite a few of them!) ..it really gives a different perspective to Blender not just as a piece of code but a more complex project and network of people.
So here’s the video I recorded for the weekly : there’s an awful lot of trivial technical questions in it .. but that’s the reality of the job :)
Cheers to everyone ! see you again soon on these pages.
Weekly meeting streaming directly from YouTube!
Here is a quick breakdown of the compositing layers of a shot I’m working on this week (You might remember the set from nicolo’s post earlier). Beware, it’s still heavy WIP, but it’s looking pretty neat altogether, so I quickly slapped together all the passes:
Here’s a random pick from the weekly presentation again. Things are really coming together :)
The env. modelling phase is really approaching the end now!
i’ve been working remotely for the last 3 weeks , and next one is my last on the project ! sigh ! but it’s time for the models to be final since further steps depend on that.
Last weeks have been basically a big post-apocaliptic spring-cleaning, going around the dome fixing and adding all the missing bits . Once you’re done ‘adding’ things, there’s always a quite important phase of going over everything again and ..clean up, complete and repair.
Continue, to read more about this and control center detail modelling :