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Cullen's 3D SHENANNIGANS A BALLAD

Here's a render of a still frame from the animation. I went a little overboard with the camera movement, making it hard to see the render clearly. The render took like 5 hours overnight and I didn't have time to fix it. I definitely want to go back and make it look more clean. For the environment, I used the BY-GEN add-on to create a basic cluster of cubes squished together to create a rocky landscape. I then applied a rock texture and subdivided each piece so I could sculpt over the top of them, giving them a more organic feel. I did that for the stairs as well. Originally, the HDRI I had showed a treeline that didn't match up with the scene. Using nodes, I was able to move the HDRI position down on the Z-axis. Overall, I would like to add more to this scene and make it feel more full, but I really love the final product.
here's the reference image for my interior scene, it's from the anime, Evangelion: Death (True)
4-4-2020: I didn't get as detailed as I wanted to in this scene, but played with the reflections in the windows following a node tutorial I found on some forum. I want to learn more about light inside Blender.
my in-class progress for the interior design assignment

My dad sent me this video where they remade Charlie and the Chocolate Factory into a horror film. It was INCREDIBLE, and made primarily in Blender, C4D, and Premiere. The techniques used are some I want to attempt.

Here's the final render I did for my friend! Had a ton of fun with the new tools (BYTools, HardOPs, and Box Cutter). I'm starting to really like working with text as well.

Below is my Monday-Wednesday environment challenge. I didn't really put in any secrets, but I played with some new plugins I got for world building

Below is an environment render for this week's challenge. I created some buildings and then duplicated them to create a long street that the viewer travels down. The organization I had for this project was terrible, I definitely need to figure out a better way to keep my projects clean. I started coloring the buildings after I had duplicated and mapped out the keyframes. This made it a pain to color all of the elements on each building. I didn't end up finishing the colors for the whole project, but I did do it for about half of the objects.

Below is my render for the wand-emission challenge. I modeled out a wand and textured it. Then I modeled a simple water droplet to be emitted from the wand. I created a simple pot, imported a pre-made flower from the internet and automated the scale of it's height (y-value) to simulate growth as it's watered. I didn't really like how this turned out, it looks way too cheesy for me.

Above is the full render of the smoke simulation. Took 10+ hours to render 125 frames.

Worked on playing with smoke this week. Learned about boundary boxes and some of the physics parameters of creating smoke emitters. Continued to practice texturing and modifying parameters in the texture nodes to almost create a new texture. Really satisfied with how this is turning out. The tutorial I used is below.
My sculpting attempt. Some goblin thing, wasn't a huge fan of the workflow with sculpting but I could see myself getting used to it in the future.
followed a tutorial on creating a dispersion shader and created this lil' cube. I tried rendering an animation with it but it took over a day to get through half the animation and I accidentally closed it.
looking out from inside of the cube with dispersion shading, creates some beautiful filtered images with the hdri in the background

Started working on this

Worked on PBR texturing and UV mapping in this animation as well as continuing to practice subtle keyframing. Camera tracking with curves is still kind of tricky in terms of finding the perfect angle. Being unable to use option + ~ in the camera view while the camera is following a curve is very frusterating. I also often find my camera zooming a great distance away after linking it to a bezier curve.

Particle simulation and PBR texturing
I started messing with particle animations with force fields. I followed a basic tutorial by Ducky3D and started layering different colored particles as well as messing with the various kinds of force fields. I didn't get around to exporting the animation, but here's a screenshot of the basic look.
I started a goofy party invite for my coworkers at work. The animation has the camera move on a bezier curve and the text appears as the buttons are "pressed". I simulated the button pressing action by moving cubes out from behind the image on the y axis just slightly to block out the numbers. I really need to figure out how to convert a reference image into an object/dive deeper into UV mapping because I cannot render the reference image in the final product.

This was me testing the ocean modifier. I made a bunch of layers and modulated the time differently on each color of "cloth", and then rotated a light on a circle curve around the model for 120 frames. The render (to a jpeg .avi format) took a few solid hours to complete. I then took the .avi file, converted it into an MP4 so it could be used in Premiere. Then, I threw in a small audio project I made and added keyframe changes to the scale, rotation, and position of the video to simulate some lush, organic, glitchy-ness.

The in-class narwhal render, loved designing this lil' dude!

Below is an animated version of the logo designed previously, accompanied by a song/sound design piece where I implemented 3D audio techniques. I liked messing with the light placement; putting it above the model and below, and seeing how it affected the logo.

I've been working on this lab a lot recently. I've been adding fences around the walkways, a giant tank of something with a control panel (as you can see on the right). I've also been exploring HDRI's and how they can change the "feel" of a model.
I had a Mortal Kombat theme in mind when building this scene. I'm not exactly sure what it is, whether it's a fighting platform or some kind of floating prison. However, it's been brought into existence, so there's nothing we can do about it now.

I wanted to create some visuals for an upcoming show that I'm playing, so, I followed an animated text tutorial off YouTube and started customizing parameters to really get it to a point I liked. Messed with the "follow path" attributes for the camera and light. I tried rendering the animation out as an AVI JPG video file, but for some reason, it didn't work. I could only save a singular rendered frame.

Created a logo design for my music by following a YouTube tutorial, then tweaked parameters to make it my own (such as giving it that gold flake look)

I followed a tutorial on some basic frame-by-frame animations using keyframe changes over time for certain parameters to create the animation below. I appreciate this process, but find it very tedious as the render takes forever.

An updated version of my room render, I keep finding myself adding new elements to the scene, and trying to create new objects without a reference.
1-26-2020: Started to dive into Blender a ton this weekend and I love it! I started following a basic low-poly room tutorial on YouTube and ended up creating a lot of the objects/designs on my own as I started picking up various techniques. I attempted to try making a blanket that would wrap the bed, but I couldn't get the physics to work correctly. The plane I was using kept falling through the floor or didn't react as fabric.
The speakers, desk, and lamp were original designs in this shot. I followed the tutorial on how to make a monitor, and ended up changing up the design quite a bit and added a glowing screen effect with a couple light objects.
The bookshelf on the left was another original design. I used array modifiers to create the original layout of the books, then changed the properties of a few of the books to make it look more human.
The lighting in Blender is so rad to mess with. Simulating a glowing lamp wasn't even as close as hard as I had expected it to be.

Hiya, I'm Cullen McCloskey. I'm in my final few semesters of the Inter-Arts: Arts Technology program.

I love work that allows me to be creative and input problem solving techniques as well as providing my own thoughts as a resource.

Fun play for me involves creating things, mainly through music or drawings (Photoshop too). I also find that balancing that with my love of BMX and boarding helps keep me from going insane and swirly-eyed.

If I could make absolutely anything from scratch, it would most likely be a conceptual jazz album. I'd want to create visuals for the album as well, to further the depth of the project and help evoke the exact feelings/thoughts that I'd be trying to convey.

I've been really happy taking my new meditation class, really helps me reach a level of inner-peace that makes everything better.

I'm hoping to get a in-depth understanding of 3D modeling and creating in VR. I don't want to be limited in the ways I can create things.