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…
Quick example of the gun rig I’m currently working on. I also came across a great Maya tool for creating control rig curves by Perry Leijte https://peerke.gumroad.com/l/cuHte https://vimeo.com/1172146442?fl=pl&fe=sh.gifv
I can't post that example its under NDA :) The texture has changed from the OS map generated by max, but doesn't match the tangent map from maya, it's still very object-y looking. I'm not going to plough any more time into fiddling with this at the moment, I want to press on with the production work instead, confident that…
Hi! I respect that you're upfront about your use of AI. I suggest you take look around the forum to get an idea of what some positions are on AI use, for example AI Art, Good or Bad? If you really want to learn and improve: Ditch the AI part! Looking at the image, I see objective errors which make me question whether…
Right. So the reference isn't for any one specific item. I understand the principles of efficient UV use, but the reference is more for providing a visual example to other people. Good packing is easy to find, but getting examples of reuse is what is tripping me up. People are happy to reuse textures in modular environment…
Blender Hairtool by Bartosz Styperek This is a hair plane example. Straight away you can see the difference between volume and vibrance with the example you posted above. So it depends on what you are looking for. I reckon you should look into material and lighting, but also styling.
A detour or not, depending on how you look at it. I was trying to understand eye refraction. After finding some examples, attempted to recreate the effect... and it sort of looked correct. There was just that one issue I spent a good deal of forever chasing down. The whole thing distorts depending on whether you look along…
you can try learning by rough and smooth surfaces (glossy). This is base for classify a lot of materials, but of course, there are few exceptions like rubber materials, that can be smoothness but not necessarily have to emit or reflect the light like some glossy materials, cuz rubber materials absorve too much the light.…
I'm was not being dismissive(english is not my first language, and never knew "shenaningans" could have such a negative connotation, and for that I apologize), I'm well aware of the flexibility of the system, it's just that after conducting a few experiments last night I started to get the conclusion that what could be a…
Ive been diving into high poly now for a while teaching myself to model at high quality and I admit I dislike it . Spend a shit load of time cutting in detail that most people won't care about in the end . Doom 3 is a great example once the woe factor wore off on the graphics there wasnt much to the game play and so will…