
brame animal.
June 2026Back in 2023, I cobbled together this bizarro frankendeer and called it brame, from an album I was looping at the time. More recently I thought it’d make for some neat 3D practice. Its design has only ever been envisioned in solid #000000 black—so whereas last model was meant to be flat but ended up shiny, I ignored shadows and other 3D sensibilities on this one from the getgo.
This turned out to be… interesting, considering how busy the design is with all the limbs. Oh well. I could probably futz with that by manually adjusting the colors of each object, maybe varying it by camera distance, but this mostly ended up being an experiment in the compositor and (to a lesser extent) animation workflow.
obligatory blender linkspam haul
- changing the viewport background
- batch renaming bones
- [YouTube] using & rendering view layers (used to force the eye overlap)
- various methods for rendering pixelated graphics (I used Film > Filter Size)
- adding jitter to an animation (exemplified with the camera but can be used for anything; I slapped it on the legs. and also the camera)
- [YouTube] animation layers with the NLA editor
time taken: ~14 hours 43 minutes, for the model & animation shown above. GIF corrections made in ezgif. A turnaround and idle animation (combination thereof) were attemped and went… poorly. Things to revisit another time.