31 de dezembro de 2012
22 de dezembro de 2012
6 de dezembro de 2012
Soccer Ball on Cinema 4D
Estou estudando Cinema 4D e essa foi minha primeira arte no software.
É impressionante a praticidade para tudo! Simulação, física, render, materiais..muito bom!
25 de novembro de 2012
TexturePacker exporter for KineticJS
I've created a Data file exporter template for TexturePacker to be used with KineticJS.
Now it's easier to turn this:
Since it wasn't possible to separate the sequences on the object exported(or I didn't understand the templates correctly XD), to make things easier I made a javascript parser that will separate the sequences (like idle for files named like idle001.png, jump for named ones like jump_001.png etc).
Usage of the exporter:
Just extract the zip (provided at end of post) inside [TexturePacker instalation folder]\bin\exporters\ and it will be selectable the next time you open TexturePacker GUI, at the 'Data Format' dropdown menu.
Usage of the parser:
If, as an example, your Array variable on the '.js' file generated by TexturePacker is named sprite_sheet (it'll have the name of your generated image file):
The animations object will contain the named arrays according to the files used to build the sprite sheet on Texture Packer.
Eg., if the files used were: idle001.png, idle002.png, idle003.png, jump_001.png, jump_002.png and jump_003.png, the animations Object output will be:
It automatically removes the final '_', '-' or ' '(space) before the sequence numbers. It'll only work if your files are named like this: name_####; or this: name### (the number of digits doesn't matter). If the end of 'name' is also a digit, separate from the sequence number with an underscore (or '-' or space) so it's not removed.
It also works for names not finished with numbers. So you can use it just for storing several images in one file instead of animation sequences.
Downloads
TexturePacker KineticJS Data file exporter (zip)
KineticJS Data file javascript parser (js)
And if you want to see the code for the demo above, here are the source files:
coin_ship.png
Main.js
coin_ship.js
kinetic-v4.1.0.min.js
TPKineticParser.js
Just import them in your html header and execute
I'm just a newcomer on KineticJS, but I've done this kind of parser before with both Java and
ActionScript 3.0.
Now it's easier to turn this:
Into this:
Since it wasn't possible to separate the sequences on the object exported
Usage of the exporter:
Just extract the zip (provided at end of post) inside [TexturePacker instalation folder]\bin\exporters\ and it will be selectable the next time you open TexturePacker GUI, at the 'Data Format' dropdown menu.
Usage of the parser:
If, as an example, your Array variable on the '.js' file generated by TexturePacker is named sprite_sheet (it'll have the name of your generated image file):
var animations = TPKineticParser (sprite_sheet);
The animations object will contain the named arrays according to the files used to build the sprite sheet on Texture Packer.
Eg., if the files used were: idle001.png, idle002.png, idle003.png, jump_001.png, jump_002.png and jump_003.png, the animations Object output will be:
var animations = {
idle: [{
sprite properties
}, {
sprite properties
}, {
sprite properties
}],
jump: [{
sprite properties
}, {
sprite properties
}, {
sprite properties
}]
};
It automatically removes the final '_', '-' or ' '(space) before the sequence numbers. It'll only work if your files are named like this: name_####; or this: name### (the number of digits doesn't matter). If the end of 'name' is also a digit, separate from the sequence number with an underscore (or '-' or space) so it's not removed.
It also works for names not finished with numbers. So you can use it just for storing several images in one file instead of animation sequences.
Downloads
TexturePacker KineticJS Data file exporter (zip)
KineticJS Data file javascript parser (js)
And if you want to see the code for the demo above, here are the source files:
coin_ship.png
Main.js
coin_ship.js
kinetic-v4.1.0.min.js
TPKineticParser.js
Just import them in your html header and execute
new Main();
after the page has loaded inserting onload="new Main();" on your body tag.I'm just a newcomer on KineticJS, but I've done this kind of parser before with both Java and
ActionScript 3.0.
17 de novembro de 2012
Garrafas e copos 3D
3D bottles and glasses
Conceito das garrafas e copos por Cleiton Teixeira.
Modelagem, texturização e rendering: R Villani.
1 dia de modelagem e 3h de render para cada imagem.
Os logos e ilustrações nos modelos foram alterados com a permissão do autor.
Conceito da embalagem e copos por João Sucupira.
Modelagem, texturização e rendering: R Villani.
1 dia de modelagem e 3h de render para cada imagem.
Conceito da embalagem e copos por Daniel Jorge.
Modelagem, texturização e rendering: R Villani.
3h de modelagem e 4h de render.
Intro 3D para retrospectiva de casamento
Modelagem, texturização, iluminação e rendering em 4 dias.
Faltou o motion-blur, mas se eu fizesse não renderizaria no prazo.
Softwares: 3DsMax e After Effects
8 de novembro de 2012
29 de outubro de 2012
Pai e Mãe
Mom and Dad
Pintura em Photoshop pra o aniversário de minha mãe =)
Tive 3 dias pra fazer. Acho que dava pra ter deixado a pele
bem melhor se tivesse mais uns 2 dias.
23 de outubro de 2012
Li 3D (WIP)
Modelagem da Li no ZBrush.
Próximo passo, passar pro Max pra poder colocar brincos, aliança e...
o cabelo! Essa vai ser a parte mais interessante, com certeza!
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