Tag: blender3d
Features this month include the 3rd chapter in Rosalyn Hunter’s serialization of “Lunatics!” Then we’ll take a…
This month we are starting a new feature with the first installment of the serialized novelization of…
Better late than never! We’ve been very busy this month, but we still have good stuff for…
This month we’ve been doing check-ins and reviews on work completed by the three CSU Interns we…
Creating the Town of Baikonur in 2040 Our cover image this month is the just-completed “Baikonur Train…
Lunar Transportation System One of the main unique features of the Lunatics concept is our commitment to…
Reflection Camera Results Although we have adopted a non-photorealistic style for Lunatics, we do make a lot…
Starting Principle Animation After many months of preparing library assets we are finally starting to get all…
Our production team has recently been joined by a new 3D graphics artist, Keneisha Perry, who will be working primarily on characters and character costumes!
We’ve now started working on the asset for the “on Earth” shots in the pilot episode. These models are often not as glamorous, but they take a lot of work, and are very necessary for the plot. We’re also working towards preparing production rigs for animated our characters. We also need HELP on character modeling, if yo have Blender character modeling skills, can follow a modeling style concept, and would like to get involved.
Vyacheslav has been an enthusiastic supporter for Lunatics! since our modeling project last Summer. He contributed to the Soyuz interior set model and created the initial model for the Lunar Transportation System lander that we used in our animatic. He’s also been instrumental in providing Russian proof-reading and translations for us. Most of the labels on the Soyuz console were checked by him, and he has helped us with creating Russian subtitles for our teaser/demo, our Kickstarter pitch video, and the entire pilot episode.
Since the plan is for Lunatics! to be a series, rather than a one-off film, we have somewhat more ambitious requirements for making our models reusable for the long term. If we can invest a little more in a better rig or design something to use physics simulation rather than manually animating it, this is a good idea, because there will be a payback every time we reuse that model in a later episode.











