Hard Ops 8: Polonium (P4 Update)

Hard Ops 0084 can only be used with Blender 2.78 and above.

There is also new WIP documentation.

I also made an art dump of all the stuff I made using Hops8.

Hard Ops 8 has been the longest release of the series and continues even now as we use this number to focus on enhancement and stability.

As Blender 2.78 gets closer we also try to refine this version for public consumption. With some internal changes glitches can be expected but we are working to resolve them. Currently it is still in testing stage and is the top file of the Gumroad at this moment.

As issues are being reported and resolved and 2.78 comes closer it will be on the BM as well but once 2.78 is out.

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Kudos To MACHINƎ for allowing his drone to be the ad for this version. He is also selling it as an asset. I recommend giving it a study if you’re interested.


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A series of additional menus and panels have been added. The center and foundation of Hard Ops has always been the Q menu. In time I am sure we will no longer need the shift + Q hotkey and the pie and menu will toggle from the Q hotkey.

Sculpt Mode now has a Q menu.

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In it’s current form it also has the view port menu attached which means if you choose matcaps as the option that matcaps will appear as an additional box.

In fact in the Q menu if you go into Settings >> Viewport the same functionality also exists.

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Alt + V also brings up a viewport menu in object mode. This was just an experimental feature that was added that grew on me as I used it more and more.

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Cameras also have a Q menu. With handy options.

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Lattices also have a Q menu. My favorite is simplify.I use it to reset lattices to their simplest points and start over with deforming.

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Alt + M brings up a menu of all the materials in your scene for fast assignment. This is for object mode of course since edit mode would merge geometry. This is also experimental but has proven useful recently.

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In preferences there are additional properties for the HUD and how long it displays. That way you can adjust this to your liking.

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Merge has also been updated a bit. While it is still being worked on we examined the naming and decided it was best the way it was.

When you select an AP and the mesh to merge with you have 2 options.

Soft Merge – merges with mesh while keeping it live. This allows for tweaking then for completion just select the main mesh and choose Q >> Csharpen.

Complex Merge – merge and is done. Places the OB. Deletes the BB and the AP. This is the option I would normally use.

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So it’s just Cmerge and Smerge. In addition to this the inserts are being expanded with new ones for users to have fun with.

Mirror Mirror now mirrors across any object not just meshes. This is similar to the original mirror mirror and was a mistake on my part.

This is useful because sometimes I mirror across an empty. As a recap mirror mirror has been internalized into HardOps so the plugin is no longer needed.

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Settings menu is a little cleaner. We discuss all the features often and what can be removed / enhanced / etc. All the remaining functions are near and dear to me even if the other teamsters don’t even use them.

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CSplit / CSlice now behaves better. If a mesh isn’t beveled you can slice and it will respect that. This has also carried over into box cutter and it’s behavior with unbevelled meshes.

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This can be handy for using the Cslice as a more utility function for alternate workflows. I like the fact that you can also use the status reset and then have cuts ignored by bevels.

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Q >> Meshtools >> Sstatus Reset is quite a useful option when used correctly. I am unable to explain all cases in which you would want to reset your mesh to dupe the system but it has come in handy on more than one occasion.

As this post has gone on I am keeping the best for the later part. Now that the boring stuff is out of the way we can go over some of the larger changes.

The T panel has underwent changes again. This was done for stability and ease of use. There is also a learning tab added for new users. On a technical level this has made things more stable and it has a connection with the other menu systems with make it easier on us internally.

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XUnwrap now behaves on multiple objects at once. I tend to manually unwrap hero items but for secondary stuff or quickies XUnwrap can be useful for quickly getting a mesh out to Substance Painter or a game engine.

Select your objects and press Q >> Meshtools >> Xunwrap

As you can see through the uv preview that both pieces are placed uniquely on the same UV space.

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2d Bevel was an idea based off of the mesh cleaner for bevelling 2d shapes. I must add… DO NOT USE ON 3d SHAPES . If you do that the results will be different. I must also stress the importance of modifier stack order as well with using this since it can have issues. I consider this an experimental feature.

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In this example I used 2d bevel then Tthick to add thickness on top of the bevelling of the 2d shape. All it does it round corners using a limited dissolved mesh with a bevel set to only verts.

CleanMesh(E) is also a new feature that has been added. This will do a limited dissolve / remove doubles operation on the mesh. I cannot stress that this is for planar-ish meshes and will not give good results where linework is specific.

Also make sure you check pro mode under preferences to enable it. Since it is an experimental option.

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Enabling Pro mode to see Clean Mesh in Q menu

Clean mesh will dissolve all useless edges. This can be useful for simplifying meshes for boolean operations.

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This is something I think it’s best to experiment with and try out. It can be useful having useless edges dissolved when it comes to simplification.

These two videos have portions where I am experimenting with the simplification of the CleanMesh(E). Sometimes this can also make booleans easier to perform due to there being less errors. If you are using guidance loops for control then you may not want to use this on the main mesh but like I said use it at your own peril.

So with that I conclude this post and have fun operatives! Big shoutout to AR. He’s been down since the beginning and continues to be a big part in the shadows. He also rendered the apartment ad for HardOps.

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Moth3r created the gun image which also was an Hard Ops ad.

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As always it’s the operatives that keep this tool alive and kicking. I cannot stress how important it is to experiment with the tool and find a unique way of your own for using the tool. I often find people using it in strange and unique ways that get results far beyond even my expectations. Alot of the features I feel extend past hard surface modelling and are just the way I wish some things behave. It’s a understandable impression that Hard Ops is primarily a hard surface toolkit but it’s also a workflow assistant.

The WIP manual is always being updated. I will begin making it the final documentation for hard ops so please check on it occasionally for additional information on how to use the tool.

Inspired by Machin3 and his tips on Hard Ops I was inspired to make some drones!

So get to work operatives! Box Cutter 4.5 coming soon!

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Hard Ops was featured in 3dArtist Magazine Issue #99!

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Hard Times And Even Harder Surfaces – Chapter 6 Demo / Timelapse

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Double Post Day!

In this chapter I want to go over something that I was taught recently by a craftier modeller than myself. And that man is Adrian Rutkowski.

Vitalii “Fructdw” Vlasov recently pointed me at his gumroad collection of assorted kitbashing elements and after checking them out I was blown away. For that I thank them both for this knowledge keeps my gears moving and knowing that there is always a better way.

Free Kitbash Set

https://gumroad.com/adrianrutkowski

The alternate ways that artists manage to make the tools work for them versus my ways and habits is always a welcome thing to see. Concept artists in particular are what I call “dangerous”. They enter 3d with a multitude of skills and an artistic eye that can’t be beat with pure 3d studying (or at least for me). I see so many concept guys open the door walk in and immediately begin killing it. I must admit I was nervous when I first saw how finely crafted and modelled each piece was. My first thoughts was that cad software was used and that these parts were not possible to make with precision and care to the edges and normals in Blender.

Now before we continue I also want to add. Forget topology for a moment. I know you’re gonna say, “What about UVs?” “What about deformation?” “What about sub-d?”. Lets leave all that alone for a moment and focus on just the shape and the form. In the end that’s what viewers see. Only us 3d folk see the topology and mapping. So if you want to clean up non subdivision parts be my guest but a concepter would craftily figure out a way to make it through the project without the nuances of technical holdup.

This is a timelapse demonstrating the techniques discussed in Chapter 6 of “Hard Times and Even Harder Surfaces” which is a patreon exclusive during development. Subscribe for this chapter and upcoming ones over at Patreon!

http://www.patreon.com/masterxeon1001

Also I wrote a blog post about freebies in the community worth picking up.

https://masterxeon1001.wordpress.com/2015/09/03/free-stuff-worth-checking-out/

All of them have freebies so go check it out!

Even I do! So pick up Blending Away The Pain if you haven’t already!
https://gumroad.com/masterxeon1001

Also I have been working on making finer and finer hard surface assets and if you get the asset collection you can check them out!

https://gumroad.com/l/assetcol

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Final Update Before Drop

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So for this post I wanted to share a sneak peek of the near final upper body before final refinements and then texturing.

It is for the film I was so lucky as to be given an opportunity to be a part of.
https://www.facebook.com/HiraethTheFilm
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And the previous sneak…

Of course the final versions will be narrated.

I did a unique type of UVing that worked around the materials that I set up during modelling. I found this to be slightly easier but we will know during the UVing and texturing phase. Also for UVing I have a tutorial that explains my workflow in depth.

I am going to be releasing the full course soon to gumroad which is a direct sequel to my last tutorial course for DPS on using Zbrush/Substance Painter/Blender. This course hopefully will expand on that knowledge and demonstrate my workflow in creating a character that in my opinion is superior to the first in both modelling and execution. I have also been honored to get advice from professionals on design aspect and how to effectively showcase the character even under all of that armor.

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So recently I discovered this software called Paintstorm that is just amazing. The behavior of paint style behavior on each and every pixel that the brush touches is inspiring and intuitive. I am not a concept artist by any means but the acquisition of this fine program is just the kick I needed to move forward. I definitely recommend going to their site and picking it up!

http://www.paintstormstudio.com/

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In other news. I have been so lucky as to get mentoring from Anthony Jones on design and art in general. He has taught me so much in a limited time that its staggering so I’ve been hard at work on refining and pushing my style to the next level. At this same time I have also expanded my software collection even more and am even becoming more familiar with fusion 360. It’s definitely a learning adventure finding out how real parts are made. I did this helmet as a test to get better at overlap and making more unique designs. I plan to release the timelapse soon on YouTube after narration but I am already digging the look before refinement.

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So while I’m yammering on I am also giving away stuff over at my Patreon if you’re interested in supporting me more closely on my journey as an artist. But for the people that are in support I am working night and day to give them inside access, materials, clothes, mech parts, models, etc. So also check that out if you’re interested.

http://www.patreon.com/masterxeon1001

I would like to thank everyone for their continued support. It’s the people that keep me going with this endeavor even as working day and night makes my body hurt haha. But seriously I’ve been hitting the PC extra hard this month so I’ve been quiet these last couple of days but I can’t wait to drop gold on my patrons and silver on my community.

I have also been doing some studies in Substance Designer to get more acquainted and fast but something I have been enjoying lately is Unreal Engine and sbar support.

By installing this plugin for substance support in Unreal you can import just sbars and deal with textures without linearzationi ssues or graph tomfoolery. I have just fallen in love with this since it just goes to show how important substance designer is in one’s pipeline. For another reason to use substance designer let this man explain it.

Really I think this is the future. Having 4-8 maps per asset and multiplied across characters can be a tedius thing to deal with and manage and this workflow is the future in my opinion and is worth a look. Allegorithmic is even having a sale right now for 40% off! So at least try the demo. Its complicated because its awesome.

Also for my patrons I am working on some sbars to throw up as well based off of stylized textures I have been admiring. One of my pastimes is taking classic textures and converting them to full PBR. So patrons, expect this little sbar soon to test in UE, Maya, Marmoset, and Unity! Still getting the grasp on making that epic mold that substance designer is known for making but that’s all for tonight!
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Ugh… I’m still here. Hahah just kidding! The fabulous Skin Vibes has come up with the most marvelous of theme songs for “The Servant” (details coming soon) but I am always impressed with this man’s work. He’s also a Blender user so thats always a plus too!

BlenderCookie – Modifier Stack Order Tutorial

I am very honored to be able to say that BlenderCookie was kind enough to allow me to make another tutorial for them! I personally feel it is an immense honor to have been able to make a tutorial for the biggest Blender community effort in the USA. I still hold out hope on meeting the infamous folks who nurtured my development and taught me so much. Go check it out!

https://cgcookie.com/blender/2015/06/16/modifier-stack-order/

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Secret Update #2

So before going to bed I wanted to sneak a small update of an upcoming Gumroad course I’ve been working on. The parts are coming together even though the more I look the more I wish I could change. The final version has to look killer but I am sure the next updates will be even more impressive.

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I would say hes about 50% done just in the chest. But the renders were looking very nice even at this intermittent phase. That’s cycles for you. I hope to have more updates soon and thank you all for your continuous support!

I also am giving sneak chapters out on my Patreon page. So subscribing also gets you insider access and $10+ subscribers get the gumroad courses plus exclusive content like brushes and all sorts of ill shiznit. So join up!
http://www.patreon.com/masterxeon1001

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Also to leave for the night allow me to show you another fine render of Deux.
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Configured by Nick of the legendary 10. It touches my heart to see this guy coming to life and looking so awesome. Enough about play time to get back to work.

Nick also did the last ill comp of this guy. Just can’t get enough of him!
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For those who don’t know of him his timelapse is here.

For coming allow me to drop one more brush for the night.
https://www.patreon.com/creation?hid=2685075&alert=1
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Also this song… *tear* Tazz is a soul who translates well into his music which flows through my character’s veins. The servant… has a mother#(@*ing song! omg!

Also that E3 amirite?

Just seeing that video pushed my art another level. Seeing what they can do just shows me I gotta work harder! We have the same tools… right?

And maybe leave the night on a laugh.

EDIT: one more sneak peek.

Part 2 – Go!

So, for the second part of my introduction, let’s continue. I was telling you before, about how I worked in a call center. Once I was only working there, without the 2nd job, I was able to kick my CG development into high gear. On average I would say, the next 3 years after my first, I put in even more time – like 12 to 15 hours a day. It doesn’t matter if you don’t believe me. I am not kidding when I say I’m obsessed. So during the day, I would use horrible PCs to try and get projects started, then go home to a slightly more inferior PC, that would turn off when it got hot.

I felt at this time, that my potential was limited. Here I was overflowing with ideas, however, I had a PC that was an absolute piece of s***. Sometimes the mag safe charger would get loose, and I’d have to fondle it, for sometimes half an hour, to get it back working. It was pathetic and it began to kill my ambitions.

I probably should have mentioned sooner that, before I decided to pursue CG, I had decided to leave my old life behind. It was similar to suicide, except I kept living. I consider myself a 3d ghoul, no longer part of the world of the living at times. I had an old life, overrun by corrosive people, in a small city, with no chance of ever getting better. I saw no future involving happiness, so I made the choice to sacrifice everyone who once knew me, for the chance to clearly pursue my ambition.

I always rant about how the life of the polygon is like being in a cult. I would live in a community, dedicated to the polygon, like a cult. Maybe I’ll make one. We’ll all wear wireframe robes and carry minecraft flames. But I’ll get back to the point here. 3D is to me a complicated and technical career, where outsiders are difficult to cue into the terminology, because they just lack the interest. I tell people I create digital matter, or film and game assets. But a lifestyle like this can’t take distractions. Life will be quick to show you a clearer path, than the one presented in 3d, which I think is invisible. It’s a road you must make. You road will appear before you, as you realize what your vision is. At least I hope so. That’s how I see it, IMO.

So, when I left my hometown, I left all cellphones and life behind. I had no interest in being contacted or being asked to come back. I wanted to just drift into nothingness peacefully, without a show, or even an audience. Even now, I don’t have a phone. Why call me? Phone calls were rarely good news in my old life. I would say, that was about 8 years ago, haha, or maybe 7. I just look at it like another universe. An evil… universe.

In time, people around me in the call center became curious about my 3d activities. My boss showed interest, which got my gears turning about making 3d training material, to ease the learning process. I modeled my life. At work, I made cubicles and modems as 3d models. Because I’m a sarcastically cursed comedian, I blew them up, and made them walk, and just learned the ins and outs, while thinking about a different path than the same old greasy ladder. “Why can’t a company just hire me as an idea-man? I think that’s my calling. Ha ha!” I hear words, then the ether begins materializing ideas.

As time went on, this call center changed, as I mentioned previously. The job became more sales oriented, and therefore they concluded my lack of sales was from using Blender, and not because they were basically forcing us to sell on a complaint line.

“Hello my internet is down.”

“Well here at ______ we have anti-virus software to protect your PC.”

“Does that fix my internet?”

“No.”

“Well shove that up your a**!”

After being frustrated with both ends of the job, it began to wear on me, as customers were becoming more and more unhappy with our service quality. Not related to tech support, who just try to figure out what happened. It came to the point, where most people who called wanted to kill us. And in this time frame, they tried to take Blender from my life.

I couldn’t let this happen. Ha ha! I tried to fight it. However, my supervisor literally made me sit at his desk, and watched me like a timeout teen. I stood for it for a bit, but I couldn’t let myself be singled out, while people were dropping like flies around me. So, I began working away from the other workers, in the corner, and worked harder on selling, and even harder on Blender. I think at one point,
I made it clear to them, that the only thing making this job bearable was using 3d.

Don’t get me wrong. Whatever program I could run off of a flash drive, for 2+ years, and make 3d content was fine by me. It could have been maya, max, modo, or something else. But realistically, they would have sucked.

I began making friends at the call center and getting more acquainted with the town. I met a guy who is now what I call my healer. He is heavily into herbal restoration and is a healing soul. After explaining to him my situation, with poor PCs everywhere I looked, he did something impossible. He invested in a brand new PC for me. The PC I got was to my specs and was just amazing. I’ll forever be thankful for the sacrifice, since I was unable to afford it myself. He even went an additional mile, and got me the graphics card Cycles required. He allowed a payment plan, and restored my faith in myself and in my responsibility to make a mark, with that gesture alone. I learned how being a helping hand can be the push people need to actually get off their bums and do stuff.

I cannot overemphasize how, this one act of kindness changed my outlook on CG. I realized that, if people believed in my potential, then the means to express it would become clear on my path.
After all of this, I also got offered the chance to work at home. So now, I was working from home and doing Blender, no longer locked down taking DSL phone calls. I had the ultimate setup – a little monitor for work, and huge monitor for 3d. This was a true representation of where my priorities lie. I continued working, and getting better with this new PC, and I was unstoppable. I was moving units at work, and making nicer and nicer models on the 2nd screen, and all of it was possible due to one donation.

I have tried to take that same spirit with me into 3d, to give back to those walking the same path. Maybe someone like me, with all odds against him, will find his hope through something I did or said. It’s the mark I feel I’ll leave in this world. Also, by working from home, I think something snapped into place mentally. I just couldn’t be a drone anymore. I became aware that my calls weren’t being monitored hard enough, so I just became myself with customers on the phone, and it quickly became a much more pleasant experience. I didn’t read stupid scripts anymore, or say canned lines. I decided that I would try to develop easier dialogue, to get people to the point quicker, instead of so many counter questions to every step. That part isn’t relevant, but there were other things that happened during this time that are.

I now had a girlfriend, which was a very important step, since companionship and stability are important to surviving in this world. As of this writing, we’ve been together for about 5 years or something, but I couldn’t imagine life without her. Funny story, there was a time when I was using a Bamboo, but had a Intuos 3 with no pen. The pen was $70, and I was unable to afford it because finances were that tight. She bought me the pen, which I used for almost this entire time. In fact, that tablet has sentimental value to me, because it was a gift from her. I remember the note on the box saying, that she believed in me and supported my dreams. To this day, that box sits by what I call X3(my current PC), the one mentioned before was X2, and the Mac was X1. Being believed in, was what drove me forward, and for the first time, I had people around who supported my unhealthy obsession with 3d. With the new PC, I was elated. I decided that not sleeping would help me achieve greatness, and I blended even harder. I mean, 6am through work, until 2am the next morning. It probably made me crazier. Ha ha!

Around this time also, I began getting involved with the online artist community more. Before, I just posted videos, went back to work, watched tutorials, and answered hate mail. I got so much hate mail when I first started! I saw a show on the net, called “Meshed Up”, and was blown away. So many cool people being funny and hanging out. I realized that the path to the next level lied in social interaction. After convincing them I was cool, I was allowed access to a very unique group of talented people, and this is where I went from making stuff, to making art. These people are still my closest friends to this day, and that hangout is where I lurk. These people have grown with me, worked with me, and helped me develop into a more design capable being. I learned the true nature of a team. I also got my first job through social networking.

I have always been obsessed with being fast, and basically showing everyone my worth through sheer talent of tool handling, and that played a large role in building my reputation and perceived worth. My goal was to be the ultimate user. If there was a leader-board, I had to be number 1. I’d give my life for it. That was my attitude, and personally, I think that’s what connected me with my career at Dead Panic Studios, the studio that turned me from amateur to professional. DPS assigned me my rate and illuminated my path. The man running the organization shared the same ambition, and as a part of that team, I felt we began the expansion of the company from the ground up. When it comes to that job, there’s a part 1, and a part 2, but to keep it simple I’ll stick with part 1. This company was the ultimate playground: I could work; I could discuss ideas; and logic would prevail for the most part. We were ambitious as heck, taking on projects past our meager numbers, and attempting to crush with impunity. I personally feel, this was the most important part of my 3d journey because it taught me so much. I was able to see a dream grow into something more. As our team expanded, the membrane that held everyone together was stretched thin. Long story short, I’m no longer there due to personal disagreements. However, I do not regret any of it at all. Continuing on.

I have always wanted to be both an entertainer and an educator. I would like to light the paths of artistic improvement, because I don’t think it’s entirely clear how the CG field works. We talk about industry standards required by companies who won’t hire because of lack of experience. So you clutter yourself down with crap, official-ware with no soul, and end up producing the same thing as your buddy next to you. Why even do that?! There is an alternate path, however you have to grind eternally. In this CG world, I see a backwards model, of selling the secrets of the trade to the new meat, who is trying to learn the secrets of the trade. In this confusion of paywalls and locked information, there is a disconnect between the user and their very community. I produce a lot of content and it’s mainly for education, however I also have a more nefarious purpose. To eat! Bwahaha! However, I feel that I can produce richer content than the usual bear. Why do we present 3d like a cooking show? Why can’t that show be “Who’s Line is It Anyway”? Sorry, late nights make me random. In this time of uncertainty, all nights are late nights. Since I left my last job, my survival has been in the hands of my own inventions. I told everyone else this is my “burning the boats”, there is no surrender. No chains will be placed upon me because I don’t need guidance. I have my vision, and now I pander to my public, to support me in becoming successful.

Before my 2nd life began, I worked in the oilfields and in the industrial sector. Fumes, gases, sparks and unsafe conditions are the story of my life. In a time where I thought I could just do what I wanted with no consequence. Upon realization of what my last job in my hometown ensured, I left a oilfield career of 5 years and walked away from a life and career that was eating my body and soul inside and out. The life of a servant also doesn’t include insurance. Life for me is but a spark, but if I can make a fire within you, then my job is done. There is no need to dwell on the past. Once you walk the road of the polygon, life is over. Its like Gantz, with the ball that people see which gives them instructions. In the field of 3d, there is no time for sorrow. The overtaken artists that fall to sorrow are no longer progressing, and therefore are not competition anymore. My only response to failure is resolve. When I accept defeat, so will my body. I feel that this competition of 3d is a deeply spiritual journey, which has taught me to ask more interesting questions. Not so much, “What does a car look like?” but, “Where in my mind, did I get the perception that a car looks like this?” I’ve had to reanalyze my understanding of this world of shapes and moods, and it has taken me into a sub-world of 3d, to truly the root of imagination. And this is exactly where I want to be, producing art not simply assets. That’s the first step to becoming unique. You aren’t a construction monkey. Don’t make a chair. Make your chair!

Before I close, I would like to add, that paywalls aren’t something I agree with entirely, but I also don’t agree with starving. I try not to make paywalls because a servant can’t afford obstacles. However, I do survive in part, thanks to the kindness of those who admire and drive me forward, with positivity and donations. You must be willing to invest in your success. This world values money above all, and therefore sinking it into your studies (not college), ensures you truly aim to win. A loser will not invest in himself because he knows it’s a surefire loss. It’s a double win if you’re fortunate enough to make a difference in the life someone who is struggling in the cg industry, by buying a product to support him or her. If I make it to the top, I’ll spend the rest of my modified life to help as many over the wall as possible.

Before I close this post, I would like to talk about some milestones in my 3d development. I told you about the cube art I did when I was an “amateur loser”.

Milestone 1: getting started

I did this video of ethernet cables fighting

And this is my first concept of Deux. I am still in shock. I once thought this was acceptable. Haha!

Cubicle Cube

My very first tutorial(or at least to me). Ducking Up. X1 days.
One day I’ll remake it and make the most realistic mallard ever.

Milestone 2: Goodbye Cubes.

Cubes are great and all but you won’t get hired with them. No one will ever admire a cube. Its too easy to make a cube, so much so, that it is an insult to leave it in the inferior 8-sided shape.

I was still a newb when making these, but I still love them.

I’m also obsessed with music videos – it’s part of my dream .

Milestone 3: Expressing A Vision

Deux version 2: https://www.youtube.com/watch?v=b-Hf-8UEmDI
Deux version 3(d2m): https://www.youtube.com/watch?v=wXLYuKbV0rc
The real Deux Version 3: https://www.youtube.com/watch?v=DHERGkfS9Fk

Over the course of learning 3d, I reattempted the same visions over and over to refine them. I found that as I worked with finer and finer artists, and teamed up with them, my own Sharingan was trained to be sharper and sharper. I hope those last three examples show just how refined a thought can become with progressive 3d understanding. I love them all. The first Deux will be on the key chain of the final Deux.

So that wraps up part 2. I was rambling a bit, so I think I’ll cut it this article short. Untill tomorrow!