Hi everyone, I’m trying to recreate this kind of anime coloring/shading style from One Piece (image attached). What I’m specifically trying to achieve: * Strong cel shading with soft transitions in some areas (like the face and hair) * Intense glow/red eye effect * Clean but dynamic highlights in hair (not overly…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
Hi there, this is my very first post so please excuse me if I'm infringing any forum etiquette here. I'd really welcome any critiques or perspectives on my current WIP - a scene heavily based on a) reference imagery of various alleyways in the Shinjuku district of Tokyo and b) of course the Devon Fay tutorial series on…
Alright, back from the dead. I've never been so swamped in a semester that I forgot about this thread, and frankly I didn't see my progress as worth posting. I need to add/improve/redo a lot. Have a look. Thoughts on my paintover? Those barrels don't make sense :D Just wanted to see if I could cheat. They will change. I…
Ok so i went ahead and checked your baby out. I took the liberty of playing with the model and here are my suggestions. Generally speaking, your model had normals flipped aswell (but im sure they're due to the import/export). Question, Why did you have the pieces, to which you gave seperate uv space to, physically seperate…
Ages ago, i made a tool for Fallout 4 that is really just a frontend for xtexconv, to reduce the resolution of textures that are of a specified size. But there is an inherent quality loss when re-compressing a DDS image, like doing [b].jpeg -> reduce resolution by 50% -> save as .jpeg[/b]. Same gig with MP3 files. So I was…
I need to use an Alpha Channel for two different items One is the alpha, another is for a shader. What would be the best way to A: Add noise to help disguise fading out of the shader and alpha since it wont have the full ability of all 256 levels. B: These aren't split evenly in half, so I'm trying to think of a way to…
"You depressed? Well aren't you a little emo sack of shit!" now Per might not have the warmth of a Disney movie's mother sometimes, but I am not sure the conclusion you draw is what he meant, nor can I know. However, my interpretation of "emo BS" was more like You depressed? It's okay, you are a human, do not seek for too…
Hey everyone, I'll try to keep this thing updated; re-working it b/w classes. Since there are a bunch of tweaks, I'm going back to the mudbox file to rework the sculpting. I fixed the face on the base geometry so it looks a little better, but I haven't started carving it up yet. Also made the torso area one solid mesh that…
@PolyHertz : Looking cool so far :) . I'm kinda coming from the other end when it comes to features it seems :D . Currently it has curve-support and linear-subdivision support, but no pinching/sliding and not compensating the offset-length. I'll post some images later. 13. Didn't use it before, but you can issue OpenGL…