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Modeled a handful of individual lego pieces in Blender and then put them together. Gave it a skeleton, and emulated the original bohrok animation from 2002.
30K Triangles
30 Bones
9 days to sculpt, UV map, and texture
14 days to render at 500 samples
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Got around to making a few final tweaks to the recent Bastekh鈥橫et tomb stalker model, as well as giving it some UV maps and textures.
9,200 Triangles
Body material uses a diffuse, roughness, and metal texture, as well as a separate emissive material for the eyes and a handful of glowing bits inside of the torso, which can open up.
198 bones
The rig is also equipped with a handful of tools and weapons, which can be toggled between being held in the hands or holstered on the legs.
Full View of last render
#Blender#Spacebender#Modelling#Rigging#Character#Render#Bastekh'Met#Tomb Stalker#Jujehyu#Egyptian#robot
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Character model commission based off of existing concept art for a friend鈥檚 entry for Level Up 2018, titled Slingoo.
2,700 triangles
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Lipsynch demo starring Reinhardt and a Jujehyu, using audio from Beast Wars.
https://www.youtube.com/watch?v=XFFBU...
Rendered at 960x540 at 400 samples, 453 frames
3 hours of animating, 26 hours of rendering.
#Spacebender#Blender#Animation#Render#Video#Lipsynch#Facial Rig#Demo#Reinhardt#Jujehyu#Audio from Beast Wars
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25/04/18
Jujehyu marine idle animation
https://gfycat.com/AmbitiousDecisiveCaiman
240 frames at 30fps, rendered at 600x1080
7.4K triangles in the suit + armor
179 bones with FK + IK setup
2.3K triangles in the carbine
6 bones in the carbine, one controller for reload animation
fully UV mapped and flat color textures, gun has an additional emissive material
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A S S I M I S T R U C T
School project where we needed to make a 3D first-person platformer.
It鈥檚 a little rudimentary, containing two levels, as well as a start menu, end screen and a game over screen.
ASSIMISTRUCT takes place in an environment in my larger working title, Spacebender. The player takes control of the wheeled biometal construct by the name of Rapturbo, collecting scrap in the Atraxei Industrial complex, and to navigate the canyon and later the complex itself.
Note: Due to Rapturbo having wheeled feet, you can鈥檛 climb stairs! Try finding an alternate route to higher ground.
https://drive.google.com/open?id=1a1toxfLRsaFjz_ywgywtjmFiIZQdkDtd
Version 0.5.2 is up for download! Simply extract the entire ZIP into a folder and open the .exe file. Works for PC/Mac/Linux, 32-bit.
WASD to move, space to jump, mouse to look.
Current bugs and issues:
ASSIMISTRUCT lacks a proper tutorial for controls and the objective.
Rapturbo lacks animations.
Rapturbo鈥檚 movement sounds are delayed, needing to finish the sound before playing the sound it is supposed to play.
Rapturbo鈥檚 idle sound plays in the main menu and game over screens.
The sand cruiser underneath the legged structure lacks a texture in-game, despite being visible in editor.
The first level has some platforming elements for side-areas needed for additional score, but is lacking obstacles.
The second level is unfinished.
All sound goes quieter once the player is shocked by broken wires.
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24/01/18
Created a wheeled mechanical theropod, a biometal construct by the name of Rapturbo, for a school project involving a first-person platformer game.
The original concept of this character was that they collect scrap metal to upgrade their chassis, granting the ability to crouch and use all four wheels for greater forward speed but sacrificing sideways movement, and to flatten the wheels to be used as feet which would greatly reduce speed, but enable the player to climb stairs.
Body contains 13K triangles, cables/wires contain 2.3K triangles. The high triangle count is due to having a large number of small parts throughout the mesh.
Makes use of two diffuse, metallic, and roughness maps for the body, and a single-color emissive material for the eye
Rig is composed of 174 bones:
-22 main control
-20 forward kinematic
-12 inverse kinematic
-117 auxhiliary [cables, hydraulics]
-3 sockets
The wires and cables make use of inverse kinematics to follow the limb position more accurately without needing to manually animate them in place.
Currently uses no animations.
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22/04/17
At the time of recording, some animations are not in their final state and will be very rough in appearance.
Modeled and animated in Blender 2.78 Compiled in Unreal Engine 4.14
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Velociraptor Ecorche Sculpt
Created in blender and added details in Zbrush
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Exterior Diorama, Game Development Year 2 Semester 2.
Theme: science fiction, jungle.
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Interior Diorama, Game Development Year 2 Semester 1.
Theme: Ancient Egypt
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And here we are. This blog will be a bit more serious and professional than my main blog. Whenever I post something here, it will also be linked on my main blog but my main blog will never be linked here, because reasons.
I will post everything portfolio and Spacegame related on this blog, nothing more, nothing less.
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