[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



Just browsing through YT for 3DCG examples until I came across a certain render in a compilation video.

https://www.youtube.com/watch?v=qvxPcJm8CnM

At 6:36 there's a yellow spore/plant render that looks really similar to a certain style I've seen before. Anybody know the source?
>>
you could have just reverse image searched your own screencap, m8:
https://www.lockedandloading.com/projects/#/smoke-series/
>>
No idea what kind of style you mean but you can do this with a smoke simulation.
>>
>>618005
It's by a guy that goes by a guy named David Brodeur but goes by the name lockedandloading on social media.
https://www.lockedandloading.com/projects/
>>
>>618005
Doubt you'll see this now, but this is actually pretty simple stuff. Model the tube-shaped objects, copy them and then add these modifiers in this order: subdivision surface, decimate, wireframe (replace), subdivision surface. Enable collision.
On the original copies of the objects, scale down a bit, subdivide and enable cloth or softbody, then add a forcefield to inflate through the holes in the wireframe.
Then obviously a smoke sim as >>618051 said.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.