Inspired by the ‘36 Days of Type’ community project and others like it, the approach will be to use the letters of the English alphabet as a creative constraint combined with a key concept or goal to help explore interesting concepts in motion graphics. These projects are only one way of doing things that I have found that work in this instance. Questions and comments are welcome below in the hope that we can learn together. The Letter C. In this project I wanted to create a simple system for the animation of wind swept fields. Grassy fields require a different approach in that they behave almost like water. There is the individual motion of each grass or grain stem but whole areas of grass move together when a stronger gust of wind goes by. I wanted to be able to artistically direct the overall windiness of the scene as well as control those gusts of wind. It’s not perfect but it can be as complex as you want to make it and it would work well with the rigged plants of the first tutorial in this series. Check out my Gumroad page here: https://gumroad.com/icomdesign Thanks to Quixel for their model of the grass plant: https://quixel.com And thanks to Unreal Engine for supporting Quixel and the wider 3D community: https://www.unrealengine.com/en-US/ Thanks for watching.
Inspired by the ‘36 Days of Type’ community project and others like it, the approach will be to use the letters of the English alphabet as a creative constraint combined with a key concept or goal to help explore interesting concepts in motion graphics. These projects are only one way of doing things that I have found that work in this instance. Questions and comments are welcome below in the hope that we can learn together. The Letter C. In this project I wanted to create a simple system for the animation of wind swept fields. Grassy fields require a different approach in that they behave almost like water. There is the individual motion of each grass or grain stem but whole areas of grass move together when a stronger gust of wind goes by. I wanted to be able to artistically direct the overall windiness of the scene as well as control those gusts of wind. It’s not perfect but it can be as complex as you want to make it and it would work well with the rigged plants of the first tutorial in this series. Check out my Gumroad page here: https://gumroad.com/icomdesign Thanks to Quixel for their model of the grass plant: https://quixel.com And thanks to Unreal Engine for supporting Quixel and the wider 3D community: https://www.unrealengine.com/en-US/ Thanks for watching.