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jthrash
Hi, my name is Jeffrey Thrash. You may know me from my YouTube channel. I enjoy video games and cartoons and I like to create my own animations. Enjoy!

Jeffrey @jthrash

Age 30, Male

3D Artist

Joined on 2/4/19

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FINISHED MY ANIMATION WOOO!!

Posted by jthrash - 2 days ago


Punk n' Gunk: Gregorio the Has-Been will finally premiere on the Newgrounds Movie Portal and YouTube on April 5th, 2025!

iu_1375739_7291833.webp

I would like to thank all of you that followed me, were patient in waiting for this (outside of some sound effects I got from the SoundBible website, I made everything by myself, even the background music), and gave me helpful feedback when I showed work-in-progress animation previews on YouTube and the BlenderArtists blog to ensure I would produce a passion project I would be proud of! This will be the first of many Punk n' Gunk animations I will make, as it has been a series I've been planning on making pretty much since my high school years, and I hope you enjoy when the pilot episode here finally comes out!


I would also like to thank the independent animation culture both here on Newgrounds and increasingly on YouTube for encouraging me to stop waiting for perfect conditions, like having literally anyone else to help me produce these shorts and especially waiting for validation from the disturbingly and increasingly risk-averse American animation industry, before even attempting to make my animated ambitions come true (though of course, building a bit of a following and working on the fundamentals, figuring out what works and what doesn't simply by sharing shorter, less-ambitious animations and getting feedback from the Movie Portal, is a good way to prepare).


I've held myself back for too long thinking the older methods to breaking into the industry that worked (initially) for childhood heroes, such as Genndy Tartakovsky and Stephen Hillenburg--the idea of going to an animation college, working your way up on other established directors' projects, and MAYBE getting to make something of your own as a director in my 50s or 60s--was the ONLY way to get my original ideas off the ground. However, seeing the likes of Vivienne Medrano (Hazbin Hotel), Zach Hadel (Smiling Friends) and Gooseworx (The Amazing Digital Circus, which simulcasts on Netflix, now) prove themselves to big companies simply by making cool, silly cartoons on the Internet, and building a following that ensures their stuff gets enough views to get noticed by the major studios, shows this way of thinking is so 1995. The world is constantly changing, so I must be willing to adapt, too!


I hope you're excited about this finally coming to fruition as I am, and I'll see you all again on April 5th!


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Comments

YO CONGRATS! You’re following your dreams AND putting a ton of effort in!

πŸ˜ŠπŸ’–πŸ’–πŸ’–

Woo Hoo! Cant wait to see it!

Glad to hear that! Can't wait to see it.

nice!

What are all the tools you used to animate this?

Mainly Blender for the final animation and render. However, I used various tools throughout the pipeline. The original storyboard was simply drawn in a sketchbook via pencil. The models were created on my phone using a combination of Valence3D and Nomad for iOS. The gross-up image you see in this post here was illustrated in MyPaint and edited in Paint.NET. The final video edit was done in KdenLive. Only my portable phone apps cost me any money because Apple's mobile devices are unfortunately anti-open source, but I only had to pay for Valence3D and Nomad once.

5 days left (well in my timezones) so i still have time before i can watch it

Gives you a couple days to process the Switch 2 reveal, first.

@jthrash Why though did you use a separate program to make the models when blender already is built around 3D modeling and 3D animation?

Simply because using separate mobile apps allowed me to chip away at the project even when I was away from my computer, at least during the modeling and texturing phase. I think I was on a boat on vacation when I first modeled Gregorio on my phone.

Also, Blender's greatest strength AND weakness is that it's a jack-of-all-trades program--good at everything, but does not particularly excel in any way. I generally find sculpting and hand-painting textures in Nomad more pleasant and artist-friendly, while Blender's painting tools unfortunately seem to struggle if I so much as make a single texture bigger than 1K, no matter how powerful one's computer and GPU may be, which is not good considering the standard for video games alone nowadays is 2K-8K textures.