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TheRealDJTHED

3D Animator
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Filly Twilight!

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Artist // Hobbyist // Digital Art
My Bio

DJTHED here... At least it would be if a random person from Germany didn't create a DeviantArt account here with that exact same name 8 years ago and never used it... So I guess I'm now known as "TheRealDJTHED" around these parts now...

Eh...



Support me on Patreon! Any little bit helps. The less I have to worry about money the more time I can work on providing content for you guys instead of looking for a real job like stacking shelves or something. I'd much rather do the former.


www.patreon.com/djthed

Paypal Non-Subscription Alternative:






Anyway, I exclusively work in 3D. I'm an amateur 3D Animator that also is working on becoming better at 3D modeling and rigging. I have no professional experience with 3D Animation, and I have not received any schooling at all for it either. I know what I know because I constantly observe how things move in real life, and why things move the way they move. I do the same for any theatrical release of a 3D Animated film when I watch it. And I experiment with what I've observed from all that all the time in Blender. I've picked up a lot of things over the last couple years on what makes animation look good, and I can usually identify what looks bad in an animation and come up with a possible solution. With that said, due to my lack of professional experience and lack of schooling, I'm sure my animation workflow is lacking in solid fundamentals. I still struggle to approach certain types of movements in animation, even what would seem like pretty basic things.

My primary 3D software of choice is Blender. Blender is capable of so much, it's nearly at the same level of capability as its paid counterparts. I may end up using other pieces of software at some point if I ever get into this professionally, because for as far as I know, Blender isn't used often in the professional world, but Maya is. But even if that does happen, I doubt I would ever not use Blender as my "At Home" primary 3D application.

No I will not use SFM.

It's using a video game engine from 2003... And really it's even much older than that since Source was built from the Quake engine if I recall correctly. That shit is ancient. But really, the main reason I don't use SFM is that I feel that it's very clunky, lacking in features, and doesn't fit well to the fluidity of my workflow. And I suppose as I am someone that has been using Blender for 8 years, I find Blender infinitely more intuitive.


Favourite Movies
Up, Toy Story 2, Ratatouille, Coco... So you know. Pixar.
Favourite TV Shows
My Little Pony: Friendship is Magic
Favourite Games
Overwatch, Team Fortress 2, Rayman Legends, Super Smash Bros. Wii U, Pokemon Mystery Dungeon Blue Rescue Team & Explorers of Time/Sky
Favourite Gaming Platform
PC, Wii U, Switch
Other Interests
I use Blender for fun.
She also walks a bit I think, so that's kinda neat. https://www.youtube.com/watch?v=9ectnXLkNSY Been a while since I've really posted my work here, hasn't it? I dunno, just haven't been feeling DeviantArt lately, admittedly. Sorry about that... Not sure if I can get that to change either. DeviantArt is weird now, especially for an animator. ... Anyway, this was a test animation I wanted to do after finishing up Twilight's model (mainly the hair for the mane and tail for her). I first had to make a walk cycle animation (I believe the technical term here is a prance), and then work that into implementing that walk cycle into the scene itself and smoothly transition out of it. I then wanted to show off Twilight's mane. Twilight's mane shifts shape based on its rotation relative to the active camera. And having her head turn a couple times was to test that out. Twilight's mane in the actual show is really hard to make any real sense of in 3D space, it cheats perspective a lot
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I kinda want to discuss a little bit about what's going on behind the scenes in depth regarding my progress on my 3D Pony work. It's been a while since I've done something like this where I just talk about what I've been thinking, not since I moved primarily to Twitter. So, a week or so ago I made a little teaser render that had my models covered in real hair particles. It's a really nice effect, I like it a lot and I'm happy with the results I managed to create for still renders. Teaser Render on Twitter: https://twitter.com/_DJTHED/status/1273597289437622273 But man, oh man, is it actually hell to work with in animation. It truly is. Tuning settings just right to where the hair particles don't constantly jitter due to instability around where parts of the mesh intersect, particularly at the joints. Trying to use Impulse Clamping can help, but it causes ANOTHER issue where collision of the hair just doesn't work and phases through the skin in fast movements. Not ideal either. And
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I Need a VA!

0 min read
Audition Form: https://forms.gle/t876iXb8Znbcqx9d7For the first time for one of my animations, I'm going to need a VA to volunteer their voice to get one of my animations to work. If you're interested, let me know!
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Profile Comments 475

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Happy Birthday Sugarcube

You have with your loved ones a Happy Birthday and this year God fill you with blessings  and happiness my friend. =P:#1::airborne::airborne::airborne::cake::party::party::party::hug::huggle::happybounce::happybounce::cake:

Happy Birthday!!! Hope you have a wonderful day today :hug:

Happy Birthday! *<: D

Have a great happy birthday!

You are very talented and your parents would be proud of you!

Keep moving forward and be happy!