My short film is done!!
I was trying for less then 2 weeks, but the final time was 17 days from initial concept to completion, which is close enough lol
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@technician-the
My short film is done!!
I was trying for less then 2 weeks, but the final time was 17 days from initial concept to completion, which is close enough lol

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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official unit photo
updating my artfight card!
https://artfight.net/~thetechnician
No escape
animation preview
march of robots day 1 (slightly late) robot head 01

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March of robots, Day 2, Upgrade. Ive been feeling like doing a really pulpy, Ed Valigursky type robot for a while. this was a good excuse
Magnemite, No!
I started modeling Porygon, for some low effort fan art, and it turned into this. I only had the idea of making Magnemite after starting the computer, (because magnet+computer). Magnemite has always been one of my favorite Pokemon though, so that might have had something to do with it.
Porygon is rendered in workbench, then composited into a screen designed in affinity designer.
the magnet/crt effect is a fractal animation rendered in Jwildfire, controlling a distortion in blenders compositor, and an aggressive application of the lens distortion node for color distortion.
Then I used that composit as an animated texture on the computer screen. Magnemite and the computer/desk were rendered in one pass, with some light post-processing (mostly glare)
The computer is based on the old "computer search" pokemon card, but I've made it beige for extra nostalgia.
Ive used the new Khronos color mapper (in blender), which has avoided the progressive de-saturation that Agx always added, very useful for a scene like this. It really is shockingly more saturated tho, I had to be much more careful when picking colors.
Venonat! everyone's favorite puffball/moth/bug/thing!
modeled in blender, with background/grass made from scanned ink drawings, with a final pass of digital paint over in clip studio paint
So, turns out Esher's reflecting ball pieces are pretty close to a 'MatCap', and if cropped can be used as a reflection map in blender
'MatCap' is short for material capture, and is an older way to handle reflections in 3d rendering. It's not as realistic, but because it doesn't require ray-tracing is much faster to render
If you want the MatCap, I added it below
transport carrier V-271 maneuvers over a gas giant!
Historians remain divided on whether the launch-bays are loaded with mecha or salvage drones in this photo
another version of my "pinecone carrier" concept! this one has 64 launch bays, and no armor. the parallel bays are meant to allow faster deployment and recovery. In this design I envision the bays as unpressurized, with an elevator running down the central spine for access. pilots and crew would ride in the pressure hull at the bow, but pilots could also ride in their cockpits for short trips.
I'm using a decal for the bay doors to save geometry, I modeled it in a separate blend file, then rendered some passes with an orthographic camera to get the normal map, ect. normally I make everything in one maga-file and then bake/optimize, but thinking ahead is faster and crashes my computer significantly less.
the background is a photo from Cassini/ NASA which I have edited/colorized to match the scene

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All the methods I used to make smear animation for my recent video.
these aren’t mutually exclusive, here's a pretty good example of several types of smear applied over only a few frames (slowed way down to see individual frames)
Detailed explanations below;
The Dragon!
I updated the pilot's face half way though making my short film, and one of the things the new face has is animated irises.
These are irises are image sequences controlled with a driver in blender, the reflection is a separate layer which is overlaid, giving me the option to animate them separately, by any means I want (including simple motions w/ tweening in blender, or full frame by frame 2d animation)
(I didn’t actually need either feature tho >_<)
I also added some hand-painted shadows, which had to be updated for each new lighting, but that was okay because she only appears in two lightings. and there is an "eye shadow" which is actually a modeled 3d object, so it can be animated quickly. (because the iris and white of the eye are separate objects, which move independently, the shadow (which crosses both) had to be 3d)
(the original test is below)
and this is the final version,
video link youtu.be/piwt1amXNdU
Lg Cosmo (lg-vn250). modeled in blender and textured using photos i took of mine.

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Macross explosion!
My attempt at the classic mass battle/missile attack explosion effect from Macross (and many other 80s mecha anime)
I built this while thing in blender geonodes and shaders. this method worked really well, I was able to use timing graphs to quickly tune the fade away animation exactly how I wanted it, while still giving a unique lifetime to each 'blast'. I was also able to tie the lifetime to the size, so the larger blasts fade away more slowly, which would have been really hard to do with sprite animation.
the geometry is super simple too, (which means that this explosion doesn't crash my gpu). each blast is a 2d circle, all the fade out animation happens in the shader, and then the circles get deleted.
the location is controlled with an on screen control, (the little square in the last screen shot) so I can "Paint" the effect across a screen, and new blasts are created every frame while the control moves.
A mermaid for Mer-May