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Still gotta do sims for windows + glass, interiors and bits of these vehicles too. Also lattice/deform stuff for the trees + leaves.
Then I can move onto working on the last building for this shot.
Still gotta do sims for windows + glass, interiors and bits of these vehicles too. Also lattice/deform stuff for the trees + leaves.
Then I can move onto working on the last building for this shot.
For now though I'm hopping back over to work on that parking stomping animation some more.
For now though I'm hopping back over to work on that parking stomping animation some more.
I'll still need to paint in the whorls, but this is a massive time saver.
I'll still need to paint in the whorls, but this is a massive time saver.
The 'car' is just instances for the body and wheels being transformed, so meshes can be swapped in/out super easy.
The 'car' is just instances for the body and wheels being transformed, so meshes can be swapped in/out super easy.
Also, since you can't use geo-nodes directly on cams I set it up on a triangle mesh whose verts the cam is parented to instead.
Also, since you can't use geo-nodes directly on cams I set it up on a triangle mesh whose verts the cam is parented to instead.
Aiming for another project update around the end of next week, so shall see how much more of this shot I can get done by then.
Then back to working on Lug's animation some more after that.
Aiming for another project update around the end of next week, so shall see how much more of this shot I can get done by then.
Then back to working on Lug's animation some more after that.
Solved that by switching to two ray casts (one up and one down) to get those positions instead.
Solved that by switching to two ray casts (one up and one down) to get those positions instead.
Just need to make a pair of interiors for the sequence I have in mind, and then I can get on to actually breaking stuff heheh
Just need to make a pair of interiors for the sequence I have in mind, and then I can get on to actually breaking stuff heheh