See how Mikassa's light body was designed using the same brushstroke tech for Project Gold in the latest production log on https://youtube.com/@BlenderStudio
Subscribe today to https://studio.blender.org and get full access of to our downloadable production files, ranging from character models to finished shots, alongside our video tutorials, blogposts and pipeline documentation #b3d#blenderstudio#openmovies
I'm someone who used to be a huge video art junkie, regularly scheduling viewing sessions at Electronic Arts Intermix where I'd spend hours working through their extensive catalogue (massive shame its not online), but I've never been a cinephile, having a handful of directors I absolutely love (Farocki, Godard, Pasolini, Vertov, Suleiman, Lynch and some others), with computer animated films being something I never got into, despite working in (mostly live/realtime/for events) 3D professionally since I was 20. But I've started subscribing to #BlenderStudio and have really enjoyed digging into their "open movies", which at the level of craft are truly impressive, and its a fun way to support #Blender development, which I am more than happy to do -- Blender has become simply the most powerful design tool on the planet, and the first production #VFX non-linear editor that I've ever actually enjoyed using, and it improves rapidly and as well as gracefully.
That being said, I think there is a massive missed opportunity with the Blender open movies, because AFAIK the studio internally collaborates over #SVN to version their films, yet there is no advertised links to download the repositories. I imagine they are massive, but I would still love to spend a weekend working through the history of #SpriteFight. Its also somewhere #reproduciblebuilds should prove to be indispensable.
Model Sheets are used in lots of productions. How do we make them at the Blender Studio? How do we actually choose we need them or not? Character modeller Julien Kaspar explains his process.