I used to think editing was a step that came after something was made. But I've changed the way I think about this and my approach to it. Now I try to pre-solve edits ahead of time. And build systems to help me do it. Understanding the project's desired destination, I can backtrack up to our current position and make note of all the forks in the road. Each fork represents an opportunity to make a change. Sometimes it's a change of mind/heart (usually there's good reason). Other times there's new information. But the end point is the same - and we must get THERE! Not everything can be anticipated and surprises DO happen. Which is why I try to systemize as much as I can, allowing for changes and revisions to be executed as painless as possible. Thinking ahead and building systems makes it easier to course-correct and ensure you stay on track. #ProblemSolving #Systems #Goals #KineticTypography #AfterEffects #Expressions #JavaScript #Math #Animation #DataVisualization #2D #3D #Design
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I've learned a lot of things about motion design and business. But this is probably the simplest and most powerful: Focus on one thing you want to achieve. And figure out how to measure it! Motion design can be visually exciting - but that's the cost of entry. What does it DO? And by HOW MUCH? I've built video and animations to increase sales, decrease churn, and elevate brand perception. When focusing on the thing you want to achieve and having clear metrics you can measure - you know if you're moving in the right direction. You can optimize, make changes, (and most importantly) get evidence it was a good investment. Asking clients that "want a video" WHY they want it has been one of my most powerful questions. If they aren't ready to discuss results, I question if they're ready to hire a professional. By knowing WHAT you want to achieve and HOW it's measured helps creative professionals design something that moves the needle AND looks good! #KineticTypography #AfterEffects #Expressions #JavaScript #Math #Animation #DataVisualization #2D #3D #Design
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Hello everyone! 👋 “What if we could eliminate the RETOPO and UV-IN stages from the pipeline?” So, I decided to test this idea in practice. I built a concept model that ended up as a quite heavy high-poly mesh (~28M polygons), rigged with around 400 bones, including several IK chains. Texturing is fully using procedural nodes and decals, comprised with low-frequency masks. 👉 Concept and mechanics breakdowns: https://lnkd.in/dTWtkjS7 After texturing, the asset was saved to USD and relinked to the bone rig with a simple Python script — keeping everything consistent and editable. 🧠 What I’ve Learned ✅ Pros: -Great for concepting: Quickly validate ideas without retopo. -Fast production: The final quality is quite good, even with a heavy triangle mess from the high polycount. -Solid Blender performance: Even with textures, the viewport stays responsive. -Easy iteration: Modify parts on the fly, re-import for animation, and keep moving fast. -Can be used in production with some limitations, especially under tight deadlines — and it actually performs well for shots production where assets don’t need to be fully optimized for real-time. ⚠️ Cons: -Works best for hard-surface setups — one mesh ↔ one bone; multiple bone influences/weighting aren’t ideal. -Hardware hungry: High RAM & GPU Memo usage (USD textures aren’t memory-efficient). -Not real-time ready (yet): ~28M tris is too much for engines like Unreal without another optimization pass — ironically, the one we’re trying to skip. 💡 What’s Next Next, I’ll be testing this workflow on high-poly organic meshes with multiple bone influences, to see how it handles animation complexity and deformation. Animated version: https://lnkd.in/dxjsQ78Q If this experiment sounds interesting — stay tuned!🎥 #3DArt #Blender3D #ZBrush #GameDev #ProceduralTexturing #CGI #USD #Retopo #Animation #Python #IK #ConceptArt #TechnicalArt #Workflow
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Felix and His Spinning Tetrahedron 🔺✨ Felix built this elegant 3D tetrahedron animation in P5JS — complete with a floating sphere at its center. Every face rotates smoothly in color and symmetry, each line drawn not by hand, but by logic, math, and imagination. He calculated vertex coordinates, rotation angles, and even placed the inner sphere at the geometric center — a blend of geometry, algebra, and art, all inside six seconds of motion. The joy of teaching kids to code isn’t about syntax — it’s about seeing them recreate beauty through structure. When a child learns to make space and symmetry move, they start thinking like both a mathematician and an artist. 🎥 6 seconds of pure geometry by Felix. #P5JS #CreativeCoding #KidsWhoCode #MathematicalBeauty #STEMEducation #FelixTheBuilder #TeachingThroughDesign his P5JS source code: let len = 300; let DE; let DF; let ang; let OF; function setup() { angleMode(DEGREES); DE = sqrt(0.75)*len; DF = len/2/cos(30) ang = asin(len/2/DF) OF = tan(ang/2) * (DE-DF) createCanvas(800, 800, WEBGL); noStroke(); normalMaterial(); } function draw() { rotateX(frameCount/2); rotateY(frameCount); rotateZ(frameCount/2); background(220); sphere(20); push(); translate(0, -DF, -OF) fill(0, 255, 0, 150); beginShape(); vertex(0, 0, 0); vertex(len/2, DE, 0); vertex(-len/2, DE, 0); endShape(CLOSE); pop(); push(); translate(0, -DF, -OF) fill(0, 0, 255, 150) beginShape(); vertex(0, 0, 0); vertex(len/2, DE, 0); vertex(0, DF, sqrt(len*len - DF*DF)); endShape(CLOSE); pop(); push(); translate(0, -DF, -OF) fill(255, 0, 0, 150) beginShape(); vertex(0, 0, 0); vertex(-len/2, DE, 0); vertex(0, DF, sqrt(len*len - DF*DF)); endShape(CLOSE); pop(); push(); translate(0, -DF, -OF) fill(255, 255, 0, 150) beginShape(); vertex(len/2, DE, 0); vertex(-len/2, DE, 0); vertex(0, DF, sqrt(len*len - DF*DF)); endShape(CLOSE); pop(); }
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Hey! Exited to share that I've just launched a browser-based, procedural vector (SVG) tool that I always dreamed of 🌌 It’s kind of like #Figma, #Illustrator, but without the fear of losing hours of work because of that "one" change that ruins entire project. You can work non-destructively, reference values between nodes, use math expressions, build reusable tools (via subnetworks), much more. Heavily inspired by #Houdini but without the steep learning curve. Also, free plan allows full commercial use + some restrictions, yaay? (attribution required, read terms). 🔗Check it out: https://animgraphlab.com ⚡Check out on ProductHunt: https://lnkd.in/dkMScTGT Currently no animation, state machine available, though planned.
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Part 2 Title Exploration: Continuing to explore how the perception of title animations changes when you don’t just write the words, but shape them from the physical object they describe. The first concept: Essence of Trash. Title: Generation Trash. Experiment: Minimal typography, subtle motion and scaling. The word “Trash” is entirely built from piles of discarded objects: plastic, paper, cans, electronics. The movement is chaotic, yet strangely rhythmic, as if the debris has its own pulse. Forming the title piece by piece. What fascinates me: Trash is something we normally ignore, abstracted as “waste” or “rubbish.” Once visualized physically, it becomes alive, almost aggressive. This animation feels like a system that constantly consumes and discards, a reflection of cycles we rarely see. Only raw material. Learning: The experiment doesn’t show what trash looks like, it reveals the emotions we attach to it and the associations a title carries: Overconsumption? Neglect? Chaos? Responsibility? Question for you: Do you see critique, aesthetic interest, or just surface? Does the title make the theme hit harder?
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I spent a while messing around with Three.js and GLSL, just to see how far I could push subtle motion and light distortion. Ended up with this smooth chromatic aberration and wobble effect that reacts to your cursor—honestly, it looks good in motion. Here’s what’s going on: 1. I render an image on a basic plane using ShaderMaterial. 2. The vertex shader adds this gentle, sine/cosine-based wobble that runs on time. It makes the image almost breathe. 3. Then, in the fragment shader, I measure how far each fragment is from the cursor and nudge the red and blue channels apart just a bit. That creates a really convincing chromatic split. 4. I use a Raycaster to pick up when you’re hovering, and smooth out the effect with a uniform so the distortion eases in naturally instead of snapping on. 5. And to keep it all feeling right, I update the camera and renderer whenever the window resizes. Honestly, nothing beats watching a bit of math and code turn a flat image into something that feels alive. #ThreeJS #WebGL #GLSL #ShaderArt #CreativeCoding #InteractiveVisuals #MotionDesign #VisualExperiments #CodeArt #FrontendDevelopment #DigitalArt #GPUProgramming #CreativeTech #InteractiveDesign #GenerativeArt #DevTips #GSAPAnimation #CodingFun
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🌀 CSS Animation – Moving Box Example :- <!DOCTYPE html> <html> <head> <style> div { width: 100px; height: 100px; background-color: red; position: relative; animation: move 3s infinite alternate; } @keyframes move { 0% { left: 0; background-color: red; } 100% { left: 200px; background-color: yellow; } } </style> </head> <body> <div></div> </body> </html> Output :- The red box moves left to right continuously while changing color. #CSS #WebDesign #FrontEndDevelopment #WebDevelopment #Learning #Programming #CareerGrowth #LinkedInLearning #Database #DataScience
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👋 Hey hey audience! Let’s discuss the main steps to create a 3D scene in Three.js 🚀 1️⃣ Scene – like an empty stage where all 3D objects will live. (const scene = new THREE.Scene() sets it up) 2️⃣ Camera – acts as your eyes to see the world. (PerspectiveCamera decides what part of the scene you see) 3️⃣ Renderer – projects everything on your screen. (WebGLRenderer shows your 3D world in the browser) 4️⃣ Mesh – the main star, made of shape + color. (BoxGeometry + MeshBasicMaterial make a cube!) 5️⃣ Animate – adds motion, keeps the scene alive. (requestAnimationFrame makes it spin!) ✨ And here, Your cube starts rotating — your first 3D magic moment 🟩 #Threejs #WebGL #FrontendDevelopment #JavaScript #3DWeb
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This project is a cinematic web-based short film experience that tells the story of a broken man finding faith, strength, and meaning through struggle. It blends emotional storytelling, poetic captions, and a dark mafia-classic aesthetic into a fully immersive film simulation. The film features smooth scene transitions, a 20-second countdown timer, and a manually uploaded outro — ending with a cinematic signature: “A Film Crafted by ZMQ Digital Craft.” Every element — from typography to timing — was designed to evoke emotion and deliver a digital short film that feels like real cinema inside a browser. 🛠 Skills #html5 – structure and semantic layout for scenes and transitions #css3 & #animations – cinematic styles, golden glow effects, responsive visuals #javascript (ES6) – film timing logic, countdown system, dynamic subtitles, outro sequencing #bootstrap 5 – responsive grid and alignment for all screen sizes #canvas API – ambient background particles for depth and motion #UI/UX #Design – immersive, emotional storytelling through design #creativedirection – thematic writing, scene pacing, and cinematic feel #creators #idea #informationtechnology #codinglife #cinematicvideo
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💥 Rendering your materials can be quite hard if you are building your portfolio. But there is some advice I can give you to make it better! Let me show you some of them: 🎯 Understand how your presentation works. 🎯Showcase the tilling & scale of your work. 🎯Add meaning & context based on the selected Material. 🎯Use lighting as a tool to set the mood and guide the eye. 🎯Your presentation is the most important step in your work; without it, you lose a lot of power that you can take advantage of. Especially when it comes to getting reach and making new connections! That is why I always say: Your presentation is 90% of your work. And creating the right portfolio piece as a Material Artist is hard, but it can be different with the support of a community focus on learning! If you want to be part of it... 📍 We are waiting for you here: https://lnkd.in/d9bKMM-f #3d #vfx #texturing #TextureArtist #3dtexturing #digitalartist #substance3ddesigner #3dartist #gameartist #gameart #adobe
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