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Found 5 results

  1. Presenting realistic 3d models of animated Cocos nucifera or Coconut palm Presentation video 1: https://youtu.be/8MxPxK3vtqg Presentation video 2: https://youtu.be/vz4Pl2w73Uk Workflow video: https://youtu.be/BwGReclvK8A These high-quality 3d models include high-resolution PBR textures, shaders for Corona render, FStorm and V-Ray. It's a fully customizable 3D asset which offers creative freedom! You can tweak or animate any parameter and receive desired Palm's shape and animation. Make your own palms, adjust LODs, height, density, sty
  2. This is an animated 3d model of Phoenix Canariensis or Canary Island date palm. You can randomise it, add growth and wind animation, tweak any parameter such as length, width, thickness, tweak amount of drought foliage, LODs etc. More details in the presentation and workflow videos I made for you. Presentation and workflow process on YouTube Phoenix Canariensis palm presentation: https://youtu.be/BDA4U3M-J2g Phoenix Canariensis palm workflow: https://youtu.be/-ecaLz52hr4 Available on Gumroad: https://gum.co/PmEUx
  3. I spent a lot of time and power helping to develop and test GrowFX 2 - it's a completely new version with Node Based Workflow and new amazing features! GrowFX 2 is a very powerful plugin for modeling and animating plants and offers you unlimited creative freedom. Let me introduce new assets I made especially for showing the CG community new GrowFX 2 features. This is an animated 3d model of Magical Beanstalk from fairy tales. You can randomise it, add growth and wind animation, tweak any parameter such as length, width, thickness, LODs etc. Magical Beanstalk growth along the target
  4. Hi! I'm animating a growing plant, partly by using the "Spline Direction" direction modifier for some curvature. This particular modifier is causing me some trouble however. Because of the spline it seems to be completely ignoring the Steps distance and instead adds in topology wherever it seems to calculate it's needed, mostly where and when the path curves. This means that since the curve is animated the topology of the entire path mesh changes throughout the entire animation. The problem with this is that when the branches appear the topology changes underneath them, meaning they ju
  5. Hello Eduard and others ! There is an issue I run in while animating "Cracks". I am using direction modifiers "Noise_dir" to keep it natural (even if the client maybe will prefer straight lines, then the problem would be gone..). If I don't use variable "strength" parameter, then the animation is just fine, but the branches won't start from the "trunk" immediately but randomly offset. If I use variable "strength" parameter with a rising curve, then all branches start from where they should, but animating the tree-crack this parameter seems to scale to the length of the actual branch
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