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Who up traitoring they space
Transparent objects
Top 10 ships ? (canon or not)
since i only ship bellarke and bellamy x happiness on the100 imma do this with all of my shows if that’s ok.1. bellarke (t100)2. japril (grey’s anatomy)3. klaroline (tvd)4. waurel (htgawm)5. poussoso (oitnb)6. literally every sense8 ship7. dair (gossip girl)8. jam (the office)9. ness (new girl)10. kelly x yorkie (black mirror)Ask me my “TOP 5/TOP 10” anything!
This is also something I suppose
Final Wing.
I dug through my archives (cause I had done a feather wing, or a couple of them in trueSpace 6.6 - I had the software baught when I was 17 years old! So.. yeah) and I found my old wings I made. Even the textures. Fortunately I had them burned to disc.. cause harddrives die and I would have lost all that info. I probably should get a blueray burner and burn to physical. It's so easy to trust the electromagnets, but.. at the same time nothing like burnt holes in plastic to last you a decade or two! So.. Here is my wing from the year 2006. Now, to modify it, make it unique, and update the textures and things, rig *ahem*. Can't believe I did this in TS6.6!
3D Mapping - Concept 01
I created this 3D mapping concept for a bunch of DJ friends of mine - as a proof of concept.
First things first, the simulation - the scenery with the measurements and the projector.
I then get the UV mapped geometry in 3D, displaying what I want them to display to later be filmed with a camera set at the exact position of the projector. From there I map onto the UV's whatever I need to do with object or animations to create the illusion of depth and new dynamic lighting setups. I use this camera to project what I need without any distortions.
Then, using the mapped surface, I can directly animate onto the geometry (surfaces, edges, etc) or put in false depth and other illustions projecting yet again from another 3D space.
I am doing this all in trueSpace for the proof of concept, but it would be awesome to somehow get this going in Unreal Engine output in real-time and then using Fabric Engine splice (later on in life) or it's blueprints to get to do some awesome projections. I should also start learning how to do procedural and particle animations in Blender, Softimage (my favorite with ICE) or really get my hands dirty with Fabric engine or Unreal.
Shader Ball in different Viewports
Well then, this is a trueSpace screencapture, using Clinton's useful FBX export and import. It's handy to put in shaders with Blender textures (will come VERY handy with texture painting later) to then import directly into trueSpace, tweaking shaders only a little with my bitmaps inported! BEAUTIFUL. This will make life easier.... Though I spent too much time fixing bad geometry (not too sharp on my modeling skills and I'm a bit obsessive with perfection it seems)... Here is a screenshot with Blender's new SSAO and DOF composite viewport filters. Very slow still (with game lights with varience on) - but considering I can start to get awesome looking details. Just I find the viewport to be SLOW! So flipping slow, trueSpaces is very fast without the need for OpenSubdiv. I also found that it's antialiasing isn't so good compaired to what TS can do with DirectX 9. I just wish there was a way to turn off specular influence in trueSpace, with Blender that is very easy.... So.. trueSpace wins on that one. I also played with my AO rig, and it worked out so far to get a nice result. Another thing that is worrying me, is the SDS in trueSpace distorts the texture... hmm.