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Testing Animated Assets

5

Senad Korjenic writes:

Hi everyone, I'm trying to make some animated assets, the main goal of this project is to make animations look more alive and natural. In this video you can see the first test I made with some clover plants, I would love to hear your opinion on this.

About the Author

Senad Korjenic

By day I'm an injection mold tool designer, by night I follow my true passion and I transform into a 3D artist. I'm also the founder of planetblender.com, a website on which I try to share my knowledge about Blender.

5 Comments

  1. Eric Carroll on

    (1) I would say your materials need a little more work, it feels rather bland in some areas. Overall it's good enough to pass, but once I look at our work closely. Its missing that "special" touch.

    I think a SSS pass, would help in this regard.

    Also, where the light is concentrated the most is where I feel the lighting is at its weakest. The transition point of light to dark is good, and the shadowed areas look fine.

    (2) If your going to animate your plants, have everything be animated. (Even if the parts that look stationary are only moving 0.01%)

    Also, the pattern of them moving makes no sense. Their is no way of telling where the wind is and the pattern of it is.

  2. Hey,
    That looks great, about animation, to me this is either moving too much / to fast, or it's lacking a more uniform movement, as Eric Carroll suggested.
    As the big clover move a lot, littles ones need to move at least a bit accordingly. Or in the other way, less move may be enough to sell the trick.

    About the materials, I think it's ok like this, it depends on how you will use it, for a closeup maybe with a little translucency it will pop more. If it's lost into a bigger image it may be enough.

    Can you tell us a bit about how it's made ? is it a particles systems with many instances that moves independently ?

    Great work, maybe inside a real environment improving small details can make more sense !

  3. I'm good my to go against the grain and say I liked the variation in degree of wind response amongst the leaves. Too often game engines go overboard and make everything swaying constantly which feels a little underwater-like.

    Probably as others have said there could be some tweaking so there is a tiny amount of ambient motion overall, but my brain did overall interpret the moving clusters as sticking out a little further so they would pick up more wind. Giving variation to any effect always makes it feel richer! Thanks for sharing! :D

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