Been setting up the tank for animation! Now Bitgirl can chase her enemies and bore through them with sabot shells!
"Touch grass? Touch ass."
3D artist.
They/Them
Eldritch Being
Texas
Joined on 9/12/22
Posted by pinmoBOT - 1 month ago
Hello everyone... I made this video showing how to make a damped track bone chain. It's a hacky way to make wiggly bones. It isn't as fast as using Bone Dynamics Pro, but its a good way to fake bone physics with a lot of control over influence. I used damped track chains on Bitgirl to animate overlapping motions on things like hair and other attachments.
Posted by pinmoBOT - January 9th, 2025
I made a MAC 10 model so Bitgirl can spray 'n' pray, Pico style!
I also made her an AK 47 for guerillamaxxing... but that's not all...
I've uploaded a blend file to Sketchfab containing Bitgirl's gun collection so that y'all can use her gun models for making art, 3D animations, etc. That's right! A blend file containing four guns: a USP45, a MAC10, a G36C and an AK47.
I high key made these to save 3D animators and artists on Newgrounds the effort of modeling guns so that y'all can have more time to do other cool stuff. The guns include some basic rigs with some restraints for weapon handling animations and the flat shader I use to make them look stylized. Feel free to use these for whatever you want. You can use them as drawing reference, for making 3D animations & more! (I made the MAC 10s for the Pico fans out there. I noticed there are some 3D animators making Pico stuff and I was inspired to make these with them in mind.) The only thing I ask you in return is that you properly attribute me as their modeler if you end up using them.
You can download the gun collection here >>> PinmoBOT's Gun Collection 01
Hope this can be of some use to y'all in making more cool stuff here on NG. If these are able to contribute to the Newgrounds art community in any way, then I might make some more in the future. For a while I've been fantasizing about making a 3D Madness animation... or a 3D animation of Pico going bananas, but I feasibly cannot do it all by myself (at least not yet). If you can do it, then let these be of aid to you in your journey! Go crazy!
Alright, I'm gonna go and hit the gym! Sayonara bitches.
Posted by pinmoBOT - December 19th, 2024
Hello everyone... I put together a series of illustrations using 3D to create a quick guide on lighting. I made this with the purpose of making notes on different lighting concepts in visual rendering. I use this for rendering in 3D, 2D, and doing lighting work in general.
Note: This isn't meant to be a a comprehensive guide since most of these require elaboration to be understood in full (I can't feasibly explain color theory, light particle physics, and illusionism in one post, but I can make separate posts on these topics down the line).
So here's what I've put together...
When you start off with color flats, you have silhouettes. Silhouettes are good for laying out shapes and creating compositions. It is very basic stuff to work with, but basic shapes matter when conveying shape and form.
Ambient occlusion occurs in areas that are harder for light to get in. Think about how caves get darker the deeper they go. Areas like the mouth, nostrils or belly button (if you have an innie) would be logically occluded from ambient light. Notice how the areas in which the spheres come close to each other, their shading becomes diffused. That's because they are occluding each other! Holes, sharp corners, and angles can create ambient lighting based on amplitude, so intensity may vary based on shapes or complexity.
Mach bands trick our brains into perceiving depth because they reproduce light diffusion based on surface angle. When light reflects off a surface parallel to you, it appears more intense. If you hold your thumb in front of you, you'll notice that the edges of your thumb are lighter or darker than the center of your thumb (the side that is facing you). That's because the surface of your thumb turns away from you at the edge, reflecting light at a different intensity. Mach bands are best used to convey depth, so if you want make shapes more... voluminous.... then consider manipulating them to your liking.
Cast shadows can be quite intuitive when working with only one light source. When manipulating a single light source, its direction determines which side of the object is supposed to be lit. However, if a light path is blocked, it cannot travel further, thus casting a shadow over areas that aren't exposed.
With multiple light sources, we can see that cast shadows aren't necessarily occluded from other light sources. Shadows can change color based on light position, hue, and intensity. Darker areas usually result from ambient occlusion.
Specular surfaces with low roughness have highlights over lit areas. Points that are facing the main light source directly have the highest intensity. Reflective surfaces also have mach bends on edges that are exposed to other light sources.
Illustration naming the different areas of lit objects. The point is to make note of them so that you'll be able to manipulate them if you want to make more complex renderings, paintings or drawings. It's up to you how you want to use them.
Thanks for stopping by to look through. Feel free to ask any questions if you have any and I hope this info can be of use to you for making art here on Newgrounds!
Posted by pinmoBOT - December 10th, 2024
Looking at art here makes me think of things I used to daydream about... oceans, mountains... the constant spectacle of things coming into existence and ceasing to exist. I don't think there's a place I enjoy being more on the internet than here sometimes.
Posted by pinmoBOT - September 21st, 2024
I added rim lighting to Bitgirl's shader to add some depth. I came across this method that only draws rim lights in lit areas of a mesh that involves calculating the dot product between the light input and the Fresnel effect. (Don't worry, it's easier than it sounds.) I wanted to break it down cuz I wanted to share this method with other 3D artists here on Newgrounds hoping to give ideas for stylized shading. Here's Bitgirl before and after adding rim lighting.
Like I said before, you just take the specular lighting, convert it to rgb, calculate the dot product, step it to get a sharper edge, and add it to the color output. This way, the rim lighting is always dynamically drawn at the edge of the model in lit areas only. (It is drawn based on light direction and camera direction, so you'll always have an edge to create contrast.)
Here's the visual node setup for the shader in case anyone wants to recreate it. (I used ramps cuz its easier) I should disclose that the final look will greatly depend on shadow quality, so make sure your model isn't too small or that your shadow resolution isn't too low.
Posted by pinmoBOT - September 11th, 2024
I've been animating loops for bitgirl and I made a walk cycle for her! Her braid and belt bones seem to be acting weird so I'm hoping I don't get problems on export. Planning on completing a whole set for movement before I make more oneshot attack animations. If I'm lucky, I'll be able to recreate her shader in Unity and get a basic controller set up for her. Using vertex color lookup has an insanely low cost so I'm optimistic her model will run super well in engine.
-----EDIT------
I realize now that there might not be GIF support for news posts so I apologize for this static frame.