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rukiさんのイラストまとめ


3D (and 2D) generalist specialising in NPR characters and lookdev | also a writer | i like high topology human biology

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A character model I'm working on for This is the start of the face, getting proportions right. I'm recording some stuff as I go to put together a little "behind-the-scenes" of the modelling process!

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Another quick comparison between BEER/Malt and Eevee. BEER lets you disable self-shadowing behaviour (important with edited normals) while keeping cast shadows, as well as disabling certain meshes from casting unwanted shadows, giving a much more anime-like effect.

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I got the shadows working perfectly in BEER/Malt with a lot of help from and (and some settings changes). Seriously exciting to see how good they are looking! High res video in comments.

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Some more comparisons of Eevee, BEER/Malt, and Blender Internal' shadows. Up close, Eevee's artifacting is pretty bad. I still need to work out how to get sharper shadows with BEER also.

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Drawing of Fox on her spaceship!

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Practicing some normals editing on my WIP! The ponytail is just flat materials for now. The rest I've been playing around with.

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Head concepts I designed/drew!

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Something else I've been working on recently for
based loosely off a game avatar. Re-designed and concepted by me (drawn head references in comments!) Also is still very WIP.

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Testing my new normals process for Spike's face shading. Very WIP. My new process involves baking the custom/edited normals to an object space map. This means no need for "controller" meshes, moving vertices doesn't break the shading, and you have extra control for fine-tuning.

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Some more progress on my Spike WIP!

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