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everfresh

Mind Your Own Sh*t.

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Im not going to ask how you did this as it looks like a huge job, but very slick indeed.

 

Dan

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37 minutes ago, everfresh said:

just finished a new animated gif called "mind your own sh*t". i hope you'll enjoy. 

 

 

Mind blowing ! really like it :D

did you use c4d only for this ?!

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  • thanks guys... :) yes, it's all c4d, only a few additional particles added in post with trapcode particular. could have also made them with x-particles or clones, but the scene was already so heavy that i had to split it in 2 files, one for the morph in and one for the morph out... 

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    Daaaaamn, this so good. At first I was worried what is going on seeing the title...but then, when I saw it in motion...amazing, awesome stuff! :)


    | MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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    Well done everfresh...

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    Now you got to do a complete project overview on how you did it.:wackywink:

     

    Dan

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    Just now, Rectro said:

    Now you got to do a complete project overview on how you did it.:wackywink:

     

    Dan

    I agree! :)


    | MAXON Quality Assurance | 3D Artist | C4D Cafe Manager | Gamer in Heart/PS4 ID: SIgor420 |:compEnjoy:

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  • 47 minutes ago, Rectro said:

    Now you got to do a complete project overview on how you did it.:wackywink:

     

    Dan

    it's really just an accumulation of basic techniques ... characters are rigged with advanced biped, the tongue for instance is a tracer made out of animated nulls to form a spline, then i just spline wrapped  the tongue model onto the tracer. the limb-ripping effect is just some cubes which i put into a  boole together with the character to subtract the cubes from the body to make the gap. the cubes are textured with a pink/white circular gradient, so it looks like there's a bone in the middle. most of the fluid effects are splines in a cloner, spline-wrapped onto either helix splines or tracer objects. when you put those splinewrapped splines in a metaball and apply a smoothing deformer you really have a lot of control over it and can art direct it precisely. was a lot of fun, but the scene got ugly to work with very fast because of all the tracers, spline wraps, metaballs and so on... so i had to constantly copy stuff from one document to another to be able to animate at a reasonable frame rate. ;)

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    woah man! amazing work!

     

    i agree a breakdown would be sweet. 

     

    maybe little gifs of individual elements?

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    7 minutes ago, Vozzz said:

    woah man! amazing work!

     

    i agree a breakdown would be sweet. 

     

    maybe little gifs of individual elements?

    Damn bro, glad to see your still alive and kicking ;)

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  • 42 minutes ago, Vozzz said:

    woah man! amazing work!

     

    i agree a breakdown would be sweet. 

     

    maybe little gifs of individual elements?

    thanks :) little gifs of some setups are actually a good idea :) here's one of the fluid effects i used everytime a limb got ripped apart.. baked that one out to alembic and then imported that into my scene, just because another two metaballed cloners times 4 would have slowed down the scene by another 2 or 3 fps...

    limbrip.gif

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