This event is part of the March 2018 Class, "Creating Stylized Characters with Blender".
To kick off the BC2-1803 class, we're analyzing stylization as a concept. What makes it different from reality? How can we train our brains to stylize what we see?
After all, stylization is as old as mankind: From Egyptian hieroglyphics to cave paintings, humanity has always expressed itself with a stylistic aesthetic. This stream is all about centering your inner style. We'll use caricature as an exercise in stylization.
I'm dying for Evee. Its so close, I just ordered a USB rocket today =) MY ambitions are "Pixar-ish" in nature. Have world outlined, many characters in concepting and ready to make. And Evee will make the animation woes go away I think. like you can Check it live, then render it in cycles ... at least I think so? lol
Will do one of my characters for "the class project."
"Hey Mr. Goodman, did you know you have a potato head and an inverted seagull mouth?" ... I was not aware of that. but it has made me very rich! XD
silentheart00 Yeah final high-quality renders will mostly be done in cycles still. I'm just wondering how high we'll be able to push the polycounts before eevee slows down. Not sure if it will do better with higher polycounts than Unity, for example
@Cindy: LOL! right? Love it
From what I understand, Evee will function more like a game engine, so if you can run an animation in real time in Evee, it should work just fine in a game engine. For rendering out animations, like Pixar or Disney type stuff, I don't think it will affect things either way. Correct me if I'm wrong.
These descriptions are amazing. Potato head with inverted seagull mouth
Inverted seagul shape haha, love the terminology
Yeah I'll be curious to see what kind of polycount restrictions eevee has when it's finished. Very exciting!
*Roger Matt*
Evee will change that a bit yeah?