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File: BallBounce (2).webm (2.38 MB, 640x360)
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Any tips? I feel like the second bounce is a little awkward
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Your stretches looks too exaggerated for how many frames they last.
Yeah that's subjective.
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>>701107
agree about the stretching, especially when its on the pedestal

nice roll and getaway
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>>701104
The amount of stretch is fine, but try adding direction and weighting to your deformation to convey feeling,emotion or intent.
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>arnold arnold arnold arnold arnold arnold
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what was he even doing there? he doesn't even have hands ffs
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looks good enough dude. balls are boring though so move on and get practice making something else
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>>701104
>Askfor tips
> Image fully rendered
Holy shit you fucking amateurs
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>>701327
It's 2019 and we have RTX technology, we can piss in God's breakfast if that's what we want.
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>>701330
Building another Tower of Babel, are we?
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>>701360
He can't smite us all
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>>701104
Think the bounces up there looks good. very physical quality to them. The way it looks down the pit and then goes ' ! ' when it sees the big ball looks a bit awkward to me tho, would spend my time improving that if I wanted to push the scene further. Also the way it compresses to anticipate getting away, I'd scale the ball so it's compressed in the same angle it's leaving. Looks like it should go straight up instead of the arc it takes as it is.
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>>701327
Don't act like you never rendered a scene prematurely because you wanted to see what your stuff actually would look like in motion.
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>>701552
tbqh ops render could be done with eevee or rtx



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