#3d maya animation
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the-regressor · 7 months ago
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Princess Zelda
Zelda's finally staring in her own game! Echoes of Wisdom!
-Mark
(Yes, I still post; I arise every blue moon, usually due to Nintendo announcements)
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ragdollartwork · 28 days ago
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What if Mewtwo had three swords?
Decided to ask a very important question for this, one of my two final animations for my 3D Animation 2 class where I could animate whatever I want as long as I had a rig for it (the other one I animated is Sonic!). I had some swords left from an earlier project in the class, and decided to hook them up to this Mewtwo rig.
Mewtwo model and rig provided by Agora
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doctorsiren · 7 months ago
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“I hate you forever”
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the-irreverend · 4 months ago
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So I just finished Inside Out 2, and of course, my autistic ass has a whole lot to say about it, like how absolutely PERFECT the ending was.
Remember that whole "Circle of Sadness" that Joy made to try to keep Sadness away from the core memories? This little space she made for Anxiety is the absolute antithesis of that. It wasn't made to keep her AWAY, but to keep her GOING by giving her the resources she needs to be at the best of her abilities, and we see this as she still gets to contribute to the team!
It not only shows how much Joy has grown since the first movie, but it also builds on its themes as the sequel is about destigmatizing Anxiety, just as the first film was about destigmatizing Sadness!
And as a neurodivergent (who deals with anxiety quite a bit), it makes me burst into tears to see this movie give a message that says, "anxiety is a challenge, but it's still a part of who you are, and a part that you should value!"
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inkpaged · 7 months ago
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learning blender
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draco-vs-decoy · 3 months ago
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Rigging! I don't have a ton to show for this blog post visually as much of my work has been under the hood. Lots of weight painting and, though I should have textured her first, its been extremely fun to make this princess feel right. And frustrating! Though her process is really helping me understand the pipeline.
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Additionally, Weighting the dragon is SO MESSY my god she has so many moving parts. Her big ol legs are done though! Her face will easily be the most complex element of the animal to create.
That's all for now, but I do want an excuse to show off some fanart I did on the side. Here's Bill!
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limebrusco · 4 days ago
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Mouthwashing x Animal crossing
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Curly in animal crossing! Just a quick scene I made in Maya today. You can see the video with better quality on tiktok or instagram (always @ limebrusco <3)
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e-mptyflowerfields · 10 months ago
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Hoarder kitchen made in Autodesk Maya
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emptygoldstudio · 1 month ago
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My first 3D animation ever! Both cannon and cannonball made from the scratch and animated in Maya
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vhvrs · 11 months ago
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this is the most exciting classwork i got rn btw. look at my stapler. you can spin it.
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bryce-bucher · 2 years ago
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Basidia Post #4
Vintage CGI:
Modus Interactive and I have been spending the last week or so learning how to use Alias Power Animator 9 which is essentially an old version of maya. It was used on sgi workstations back in the day on games like ff7 and mario64 for all the pre-rendered stuff. For a long time Modus and I have been pretty invested in learning how to replicate the look of old pre-rendered stuff, and, as it turns out, the best way was just to do it how they did it. For so long I tried to wrap my head around how old cgi stuff was modeled because the sorts of shapes that were often created seemed like they'd be unnecessarily hard to create with polygons. The thing that specifically stumped me for a while was how they handled wrinkles in clothing and organic shapes. As it turns out, the answer was hidden right under my nose the whole time. They weren't using polygons at all! Instead they were modeling with NURBS! It seems very obvious in hindsight, but I feel like I deleted the memory of NURBS once I exited highschool, and nobody ever seems to talk about or use them these days. If you don't know what they are, it's basically a style of modeling that involves making a bunch of bezier curves and using them to define surfaces. It's a totally different style of modeling from polygons with a lot of pros and cons, but it achieves that smooth look we're after extremely well.
Scout Rifle Render:
As shown in the pics above, I decided to make a model of the scout rifle in Basidia so that we could use it for an item icon. The process was definitely a learning experience, and one of the things I learned is that modeling like this is super fun. It's like creating each shape is a puzzle where you need to theorize what is the best approach to take, and following through is always a multi-step process of defining a surface and slicing it up. I find it super satisfying to pull off, and making slapping materials on it is always fun as well. Moving forward we are probably gonna use this program and/or older versions of maya to create any pre-rendered item icons or backgrounds that we'll be needing. Modus actually made new versions of the vials in it as well which I will put right here \/
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Wow there it is would u look at that. Power Animator just has an amazing way of outputting some unique, rich colors that are hard to get in modern software. I mean, just look at that cork. How do you make a cork have such interesting colors? Amazing. Fuck it, I'm gonna show off a little guy I made in power animator that has nothing to do with Basidia. I've been hyperfixating on this program since I downloaded it so I owe this to myself.
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Here he is! Power animator has this amazing glow effect you can put on any shader that adds this bloom as a post processing layer. I used it on the head in this one, and I think it achieves a particular dreamlike effect really well. The sorts of shapes I can get for cloth out of NURBS is also super fun and rewarding, as shown with the cape here. Character modeling is something I'm always really excited about, and I'll definitely be modeling some Basidia characters in this thing.
Conclusion:
I am loving this program and I cannot stop thinking about it. Anyway, I have some commissions to take care of before switching back to midwest lost development, so I may or may not be posting about that game next week. I'm trying to buy an old sgi workstation with the commission money, and, if I can pull that off, then I will have access to all the old software they used back then (including the IRIX version of poweranimator). If you want to check out power animator yourself then here is a link to the program, and here is a helpful tutorial. Oke bye take care!
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raptorscreams · 6 months ago
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First three attacks for artfight
Model time boissss
@kreideheartz /@AERarts/@ lewongrs
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ragdollartwork · 28 days ago
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It was never about chivalry for me...
The second of my final animations for my 3D Animation 2 class, where I was allowed to animate whatever I want as long as I had a rig for it. I was a bit short on time after animating a Mewtwo wielding three swords, so I decided to go the simpler route and take a shot at some acting during dialogue using Sonic and the Black Knight. This is one of the quintessential Sonic lines to me, and it was fun to bring it to life over the course of a few days.
Sonic model and rig provided by TheBlueBlurYT
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wolfy1298 · 1 year ago
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It’s only been a week and I now understand why the application stressed that the program is a full time commitment
Shout out to all the 3D animators out there, I DO NOT want your job
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young-replica · 4 months ago
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I had an idea for an ARPG attack animation!
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draco-vs-decoy · 4 months ago
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Coming in hot! Susie's rig is coming along, as are her textures! I'm literally so tired but here she is! Hopefully, along with Sylvia, she'll be getting some controls on her soon.
Texturing was such a slop with her, as I had to do each plate of armor on a separate UV to avoid a bake issue. BLEUGH!
On to my princess next! if anyone has any names in mind let me know!
Continuing to shamelessly tag this digital circus sorry not sorry LOL
Give me a follow for short film updates!
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