Top 100 Dream Sequence 3D Community Challenge – "RESURECTION" – Breakdown
More than 180 hours of work over this month
For once I didn’t have much difficulty with the technical aspect (except on the render which could have been more qualitative)
I called him « RESURRECTION »
I hope you like it.
For this 12th community challenges of pwnisher we had to create an animation on a pace of 120BPM. Each time must have felt that way and we could only turn the camera on multiples of 90 degrees, so no 45, 15 ...
The software I used: Blender, Marvelous Designer, Liquigen, After Effects.
A short breakdown of my animation for the pwnisher 12th Community Challenge "Dream Sequence".
I can go into more detail on certain things if anyone wants, so feel free to ask me in the comments.
#communitychallenge #blender #3danimation #pwnisher #dreamsequence
The end of a challenge!
More than 180 hours of work over this month
For once I didn’t have much difficulty with the technical aspect (except on the render which could have been more qualitative)
I called him « RESURRECTION »
I hope you like it.
For this 12th community challenges of pwnisher we had to create an animation on a pace of 120BPM. Each time must have felt that way and we could only turn the camera on multiples of 90 degrees, so no 45, 15 ...
The software I used: Blender, Marvelous Designer, Liquigen, After Effects.
#pwnisherchallenge #blender3d #animationart #learnblender #communitychallenge
Resurrection | DRÆM SEQUENCE | 3D Community Challenge.
The end of a challenge!
More than 180 hours of work over this month
For once I didn’t have much difficulty with the technical aspect (except on the render which could have been more qualitative)
I called him « RESURRECTION »
I hope you like it.
For this 12th community challenges of pwnisher we had to create an animation on a pace of 120BPM. Each time must have felt that way and we could only turn the camera on multiples of 90 degrees, so no 45, 15 ...
The software I used: Blender, Marvelous Designer, Liquigen, After Effects.
PS: A big thanks to @aymericdwt for all the feedback during this month, it helped me a lot and his presence always motivates me to work!
#communitychallenge #blender3d #pwnisher @_pwnisher_ #dreamsequence #3danimation
Questo pezzo aveva bisogno di un po’ di movimento. #ciarz #boom
Grazie mille à Janis per il lavoro enorme che ha fatto con questo mini video per il ritornello!
Here’s my breakdowm for RR community challenge !
I used the following software:
Blender, Unreal Engine, Photoshop, After Effects, Marvelous Designer, and Embergen.
In all, this represents 135 hours of work over three weeks (I was on vacation the first week of August).
The hardest part was creating my character’s rig, then animating and exporting it to Unreal.
I had to do the compositing in just three hours due to lack of time before the final rendering.
I’m still pretty proud of what I managed to produce for this challenge.
I hope you like it. Feel free to follow me to see my next creations.
#blender3d #animationart #unrealengine #marvelousdesigner #aftereffects
I used the following software:
Blender, Unreal Engine, Photoshop, After Effects, Marvelous Designer, and Embergen.
In all, this represents 135 hours of work over three weeks (I was on vacation the first week of August).
The hardest part was creating my character’s rig, then animating and exporting it to Unreal.
I had to do the compositing in just three hours due to lack of time before the final rendering.
I’m still pretty proud of what I managed to produce for this challenge.
I hope you like it. Feel free to follow me to see my next creations.
#blender3d #animationart #unrealengine5 #aftereffects #marvelousdesigner #embergen #rampagerally #pwnisherchallenge #pwnisher #communitychallenge
Here’s my creation for Pwnisher’s 11th community challenge, Rampage Rally.
I used the following software:
Blender, Unreal Engine, Photoshop, After Effects, Marvelous Designer, and Embergen.
If you liked it, you can follow me.
#blender3d #animationart #unrealengine5 #marvelousdesigner #pwnisher #pwnisherchallenge #embergen
Here’s my creation for Pwnisher’s 11th community challenge, Rampage Rally.
I used the following software:
Blender, Unreal Engine, Photoshop, After Effects, Marvelous Designer, and Embergen.
If you liked it, you can follow me.
#blender3d #animationart #unrealengine5 #marvelousdesigner #pwnisher #pwnisherchallenge #embergen
Générer une MAP DE PROFONDEUR gratuitement avec Stable Diffusion + DepthMap
Je t’explique comment créer facilement une carte de profondeur (depth map) à partir d’une image en utilisant Stable Diffusion et l’add-on DepthMap, le tout gratuitement.
C’est une méthode puissante pour ajouter du volume, créer des effets de parallaxe, ou préparer des scènes pour Blender, After Effects ou tout autre logiciel de compositing.
🎯 Tu vas apprendre : • Comment installer et utiliser DepthMap • Générer une depth map précise à partir d’une simple image • Exporter et exploiter la map dans tes projets 3D ou motion design
🧰 Outils : Stable Diffusion, DepthMap
💡 Idéal pour : effets 3D sans modélisation, parallaxe, simulations de caméra 3D, illusions de volume
#StableDiffusion #DepthMap #learnblender #Blender #MotionDesign #IA #DepthMapAnything #TutoGratuit #RootrDesign #blender3d
LIS LA DESCRIPTION !!!
toutes les instructions:
tu commence par dupliquer l’objet avec le quel tu veux faire l’effet.
t’ajoute un displace et faut qu’il soit légèrement plus grand que celui d’en dessous. t’applique ton displace.
tu vas dans les particules et t’ajoutes un système en cliquant sur le plus:
Emission:
-number: 150
-frame start et end: 0
-life time: 500
physics:
-physics Type: None
render: none
ensuite dans les modifier tu rajoute un « explode » et tu coche « cut edges »
tu vas assigner toute la géométrie de ton objet à un vertex group.
puis t’ajoute un Empty qui va servir a délimiter la simulation de tissu.
pour ça sur ton objet tu ajoute un « VertexWeightProximity » tu sélectionne ton vertex group et ton Empty puis tu passe en Geometry.
maintenant passe en « weight paint mode » et règle les paramètres pour que ça englobe ton objet.
tu peux maintenant animé l’Empty pour que ton objet ce décompose petit a petit.
maintenant pour que ça ce décompose faut que tu rajoute une simulation de tissu:
quality: 5
speed: 0.1
active les collisions:
-quality: 6
-distance: 0.02
Field Weights:
-gravity: 0
pour finir tu rajoute un « wind » dans « Force field »:
-Shape: Plane
-strength: 20 000
-Wind Factor: 0
et voila vous avez fini ! certains paramètres peuvent être different selon la taille de votre scene et le rendu que vous voulez donc ce sera a vous de faire vos test !
si vous voulez savoir a quoi les paramètres correspondent vous pouvez aller voir ma vidéo sur YouTube ou j’explique en détailles comment faire l’effet !
#blender3d #animationart #learnblender #humour