Daniel Bystedt writes:
Hi!
I recently finished a little project I've been working on in my spare time. It started out as a sculpt for testing the Blender sculpting improvements currently in development. It quickly derailed and I added animation and what not to the project.
The character is using a pretty simple rig I made with some IK constraints. I am not much of an animator, so I just wanted to add some creepy movement by using procedural noise to the position of the various body parts.
The cloth is partly simulated. I mostly added sim to the lower parts in order to not spend tons of time on solving the cloth. I'm mostly interested in conveying a "big picture" and not perfect details when I do artwork. I guess it's somewhere between 3d art and concept art in a way.
The video also contains a breakdown at the end.
The flame of the candles are using a procedural shader for deforming the flame. I wrote some details on the setup on twitter if you are interested
Making some candles in Blender.
The flame is just a static plane, where the uv coordinates are distorted by an animated noise texture in the shader. The planes themselves are constrained so that they always face the camera. #b3d #BlenderScentedChristmasCandles pic.twitter.com/YXIUuWtmOn
— Daniel Bystedt ? (@3DBystedt) December 23, 2020
3 Comments
You're now my current hero, Daniel. Well done and thanks for sharing the breakdown!
This is awesome! Did you retopo the mesh before rigging? Or are all the steps shown how you did it?
Awesome bro....Congratulations. This is an Excellent Work.