✅Modeling
✅Rigging
✅Cloth sim
✅Materials
✅Line art
✅Youkai whacking stick

Time to start roughing in some test poses and see what breaks. (Its the hair. The hair is gonna break.)

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When you get some nice outlines and then you break the shader trying to improve them.

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This is Ipo. She's a ritualist, but in her spare time she is a gardener snake🌺

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Akira Tachibana from After the Rain

I've been working on her for a bit. I'm still working on her and other stuff. Not happy with her hair yet

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I made a post-processing outline nodegroup for compositing. It based on script for Unity, and i screwed something with faking projection matrix up, but it works.

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Experimenting with a lower strength 2nd layer of soft toon shading on the cloth. The flat shader hides the contours. There is now a hard edged toon, and 2 soft/blended toon layers at different sizes, and some AO. How much of each varies by material.

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Still tonight. Once Cybersix is fully modeled with hands and feet, another gif perhaps.

#

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Solved the Normal Edit line distortions: Put FS as its own layer and collection. Put copies of the normal edited items in the FS collection that don't have normal edits. So the FS runs on the base object only. Still some improvements to make, but overall works

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Switching Face Smoothness back on improves the ruffles (silhouette line type), but now you can see the face and bangs have lines offset, or missing entirely due to their custom normals. If only Face Smoothness was by line set, not global!

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Testing Freestyle lines out on Reimu. It behaves well in some areas, but has the usual problem with broken strokes (lumpy areas) and doesn't handle the ruffles very well. Will need to pair it with another line art option.

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Here's a turnaround of Callisto! Still working on fixing things, but she should (hopefully) be ready by this weekend.

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Working on bringing a new eye stack to life. Part procedural, part painted images, all based on object coords, so projected from rigged empties (including displacement). Takes a lot of nodes, but not actually that complicated

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Creo que he perdido mucho rato haciendo algo que no voy a usar, pero la mirada de ese monstruo peludo me hace reír siempre que lo miro. Adjunto piernas estilo anime a la peluca de ojos saltones y cejas pobladas.

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I am a Perfect Human Love-chan! Love-chan! Love-chan!

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Welcome back love-chan and pii-chan and congrats on the YouTube membership!

Can't wait to see both of your 3D models so I made one by myself

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Master Sword

Had fun with the little glowy things on this one!

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Experimenting with Normal Transfer to improve hair and cheek shading. Hair is transferred from flat plane before being wrapped onto head. Cheeks have their own mesh with few points to keep adjustments easy. Nose is not effected and needs work.

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Still a wip, currently learning how to rig/weight paint

Thank you to the blender and npr communities

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Finally, the body of Esphi!!! I had a lot of fun doing this!! She came out exactly what I designed for her, and I couldn't be happier. Hope you all enjoy it too!!

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