After a long break, I am finally resuming my work on Nozomi! I experimented with the eyes today. Unfortunately, I am not sure if I will continue the tutorial series right away. Some experimentation is needed and I want to avoid a lot of back and forth. Will share more soon!

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No matter what I do to her hair, she just looks like a princess to me.

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I’ve been tried to create a 3D model for a long time and I just did it successfully. Thanks to all knowledge from & community. Next step is optimizing and rigging which is very challenging for me. 😂

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Ready for the 4th batch of epic blendfiles!!!

1. Callisto by 👩
2. Mr. Fish SCP-527 by , used with permission from 👴
3. Mini Choco by 🤤

Go get them https://t.co/lRbOJ3vSbq

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Added a section to my website that shows some of my best stuff that I've posted here on twitter for your convenience~

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I did some art with Callisto. She's almost finished! Raw render in comments...

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✅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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Took a break from my previous 3d project and decided to give the challenge a shot.

I probably could take better advantage of the remaining space in my texture atlas, but that's something for another time.

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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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