5 minute meat machine timelapse
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- Опубликовано: 6 сен 2024
- Buy Meat Machine here! ogbog.gumroad....
This shows an example workflow for Meat Machine, a time lapse that originally took about 30 minutes. The basic workflow is to start from a preset in the Every Impementation collection that best matches what you plan to sculpt: bones, muscles, sheet muscles, spine, etc. Then I'll clear out the transforms, delete the data in Edit Mode, and use the Curve Draw tool to start making meat! Next I'll go into the Geometry Nodes modifier and customize the Meat Machine settings. I regularly use Ctrl T and Alt S after a stroke to customize its twist and thickness. I'll sometimes use two or three separate objects that are basically the same, but just change a few things like the starting radius. For instance, you might have muscle objects at big, medium, and small thickness as default. Once the skeleton is in place, I mostly use the Surface stroke placement method, so I can basically add lil blobs of clay wherever I want them.
Website: ogbog.net
Twitter: @ogbog
Instagram: @ogbog
#blender #b3d #meatmachine #meat #anatomy #geometrynodes
Website: ogbog.net
Twitter: @ogbog
Instagram: @ogbog
Very nice! 😎
Meat machine looking pretty dope ngl
Addon looks cool - any chance you could make a step-by-step video explaining the basics using your addon instead of a speedup workflow ?
There's a long form tour here, pardon the quiet audio: ruclips.net/video/TvgKw3_bkfk/видео.html
This is cool!
no U!
Very cool. Fantastic work, but i was assuming it was a rig with muscle dynamics. Is that part of the idea?
This whole thing started as a wild hair I chased regarding better sculpting block-ins based on multi-object sculpting with Alt Q. But then it turned into its own whole thing! So yeah since then I've started looking into rigging it, since the ecorche anatomy is practically its own finished thing with lotsa utility (gore, baking SSS, grow/bulge, trim, etc) beyond just a sculpt blockin. The ideal would be to use rig it first, generate it second, but then you run into a GN problem; if the armature modifier is first, it does that by converting to mesh, even if you're rigging curves via envelopes. So I think you'd need a preliminary GN modifier that just stores attributes on twist/radius, then the armature mod, then the Meat Machine, which instead of getting passed a curve, is getting passed the mesh data (curve converted by necessity in the armature modifier) which is converted to curve and then uses the passed attributes
Quite the wild hair. I love the idea of staring with armature first. I tried something similar in Zbrush, the Zspheres are the armature and remain as guiding bones, duplicating for mesh sculpting at the epidermal level. I've never taken the idea through production but had some success with different poses, driving them with the initial armature and sculpting corrective shapes. Cheers!