Introducing 'Five-O-Pus', work in progress (WIP)
The focus lies at "tourism". Space is only the stage for this topic. And I wanted to work with a cell-shader material using Blender 2.91. Just to get more experience with Eevee and cartoon style.
I created an octopus, called 'Five-o-pus', because he has only five arms/legs. I did this to keep it simple for me. Rigging five arms and animating them instead of eight.
Also I copied a method from the web to create an black outline of the object.
It uses the solidify modifier, with inverted normals.
So only the backside of the solidified copy is visible.
On places where the original isn't.
It works, but it has also strange Eevee quirks.
I struggled with the eyes where to place them. One of the five trunks is now in the middle. No mouth to model. And it resemblance an elephant.
The model is very low poly. I could add more, but I'm on a deadline now. But I think this character has more potentional.
This engine was the first new object to model for the challenge. Goal was to have an (animated) configurable engine exhaust material. It is not a complex material node to construct. But it has its pittfals.
But at the end I didn't used it. Ending up with a different scene composition. More close-up.
I had more combinations in mind. Because I wanted to create a long road of space vehicles. All Tourists on sightseeing tours Jupiter, Saturn, Mars, etc.
But I canceled this plan because I created 'Five-O-Pus' which has more appeal (to me at least).
This animation showed some problems, like the texture doesn't follow the object z-axis, but world axis. I applied some bone rotation constrictions. Preventing the engine rotation into the frame construct or so.
I really like to improve 'Five-O-Pus' as a character. Creating a high-poly version with more details.
Like to have more material design on the holographic parts. And overall materials and colors. Currently i'm viewing some online procedural-shading tutorials from Blender.org. Amazing stuff and well explained by Simon Thommes.