A stereoscopic version of the "Luna - Pose 1" turntable animation.
A Tutorial for Cross-eyed Stereo Free-Viewing is available here: [link]
The animation can be controlled with the arrow keys (It may be necessary to click on it first)
Made in Zbrush, Maya, Aftereffects and Flash.
( if it is too large for your screen just download it and start the swf, right click and enable the "show all" option (or whatever it is called) and resize the window)
I've never been able to do this trick and havn't bothered to really try my best, I guess this pretty Luna of yours gave me the push to really try it out.. and it just happened with such shocking ease.. But oh wow you gave me a panic attack when my eyes failed to move back to their "original" position... Beautiful though - so WORTH IT!
I used several render passes and put them together in Aftereffects. A glow effect was also added over it.
The render passes were a flat color pass, shadows, ambient occlusion, a few masks and a gradient shader for the outline.
To make the outline effect, I used a shader that was a black and white gradient applied to the model, driven by the facing ratio of the polygons towards the camera. With that, the polygons that were facing towards the camera (on the middle parts of the model) were white and the polygons that were facing outwards (the parts along the borders) were dark. (It was used in combination with a curves filter in Aftereffects to turn the gradient into a crisp black outline)
The outline effect was made in post production (in Adobe After Effects) - with a camera angle based gradient shader.
But oh wow you gave me a panic attack when my eyes failed to move back to their "original" position...
Beautiful though - so WORTH IT!
Thank you.
Well. I' glad that your eyes did not stay like that
I derped my eyes to see it and now I'm afraid that they stay that way for little longer :-D
Thank you
I used several render passes and put them together in Aftereffects. A glow effect was also added over it.
The render passes were a flat color pass, shadows, ambient occlusion, a few masks and a gradient shader for the outline.
To make the outline effect, I used a shader that was a black and white gradient applied to the model, driven by the facing ratio of the polygons towards the camera. With that, the polygons that were facing towards the camera (on the middle parts of the model) were white and the polygons that were facing outwards (the parts along the borders) were dark. (It was used in combination with a curves filter in Aftereffects to turn the gradient into a crisp black outline)