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aVersionOfRealityさんのイラストまとめ


Developing stylized 3D rendering in Blender and making tutorials. Available for work.
aversionofreality.com
youtube.com/c/aVersionOfRe…

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Hey is this good topology?
Surprisingly functional actually!
Convenient Normal Transfer has opened up a ton of possibilities for using non-manifold, layered topology instead of having to squeeze everything into a single contiguous mesh.

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Alright, I've finalized the setup (for now) and I'm working on the proper tutorial video. I've also put together some convenient node groups, so it should be easy for anyone to do a basic setup on their own model.

Here's a few quick clips:

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A bunch more tinkering later, I now understand a lot more about how different gradients combined into XYZ to create curvature, and what things should go in each channel. Main remaining issue is some depth stuff on nose and eyes, but I think I can fix it.

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Here's the finished version, base Eevee render, and Line art.
Project files are going out on and are also available on Full info and links in the Blog post: https://t.co/gcKxQLSG8i

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Time to call this done so I can get to the video about the process. I rendered to custom passes and re-combined the images in a new setup for cleanup. Eevee served as renderer, paint layer stack, and compositor!

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I'm a 3D artist working on Non-Photorealistic Rendering for efficient + high quality comic illustration. Focusing on dynamic, reusable characters with rigged hair, cloth sim, etc + fancy toon shaders. My projects are more tech demos than finished art right now.

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I've got a bunch of rough poses, but I need to pick one to polish up and finish + clean up in post. What do you all think?

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Still thinkin bout that hair rigging (rough test)

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Recording a video on how to render to custom passes with Eevee, then re-combine them for digital painting! This example shows painting over the Shading layer without changing any of the color or gloss layers.

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I worked hard to keep that neutral pose expressionless!
The face rig is built of lots of Bendy Bone curves, each with end handles like a bezier curve and control bones between. Gives a ton of fine control, but needs Actions for complex expressions.

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