More or less finished translating the XPresso Setups into one COFFEE script, including generation of the geometry. I'm going into phase 3: conversion to C++. Got the Toothed Wheel Object's skeleton set-up, including the object attributes and icon. Now I'm transferring the COFFEE functions for generating the rudimentary gear shape, both for involute and [...]
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Man, it's been ages since I've posted anything. Anyways, I'm currently working on a plugin for Cinema4D. It's for procedurally generating different kinds of toothed wheels, be it gears, sprockets, circular saw blades, etc. Right now it's an XPresso/COFFEE-based setup compiled in an object hierarchy. Features: -> clean mesh topology -> hole and edge [...]
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It's been a while since I've done 3d for motion design. Just to keep myself from getting rusty, I'm going to make a short action scene. For the first character, I'm doing a quad – legged mech. Here's the current progress. The initial leg, just making sure that there are no overlapping parts when it [...]
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Got a platformer script working for the player. Trying to get a good feel for the run and jump speeds, a bit like how Super Mario Bros. handles its jumps, sans running starts. There might be a little problem with the button event handling; I'll clean up the script next.
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This is my contribution to Project OnO, a game by a team from the VFS Game Design program. I worked on Ojii, the main character, plus three of his origami transformations: the rhino, the frog, and the crane. I did the modeling, rigging, and animation for all of them. It was challenging; I had to [...]
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Finally finished the assets for Project ONO. Now I can start playing around with the actual Unity engine. As an exercise I'm gonna upload my models in a 3d viewer here. I hope uploading Unity files is easier than Processing files… O_o Right now, I'm playing around with the particle emitters. I want to see [...]
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Speed modeling exercise using Cinema4D. Nail clipper, around 1.5 hours to make.
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This was a preliminary pass for a title sequence project I worked on in VFS. With the time frame we had, rendering all the materials wasn't feasible. So… yeah. I was lucky enough to find a render setup that looks like I did the modeling, animation.
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