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…
Thank you for the detailed feedback @Peyd3d, I really appreciate the time you took to write this and even provide the paintover. It’s very helpful. =) You’re absolutely right about studying reference and thinking more about how assets are actually constructed. The point about assets reading as single pieces is something I…
I'm a low poly modeler/animator. I mainly work in the Half-Life style, mostly creating weapons and hand models, but I can do other things as well. If you're need a commission contact me.Discord: ryder_joestarModels Portfolio: Example of animations: https://youtu.be/GkK0k8RV1OA?si=DfMXVy2vfrADd1s7…
Hi! I'm a 3D Modeler specializing in Low Poly assets and accessories. I just finished these Crystal Turquoise Wings and they are ready for your game. I work fast, keep my models optimized, and I'm looking for freelance opportunities. Here is a preview of my work in the image. * Payment: PayPal (USD) * Contact: Send me a…
Hey Everyone! Here's my latest installment of my new show called Tuesday Talks from my WatchMeAnimate Youtube channel. I talk everything and anything animation related and share really cool tips & tricks. In this episode I cover my Slow-Mo blocking technique to quickly see if you're poses and animation are heading in the…
Rendered straight from WM. Testing a new snow node. The snow node that's included with world machine is a bit slow and I can't grab the deposition of the snow to use as a mask for coloring or whatever. Basically I take the flow heightfield from an erosion node, expand it, blur it, crank up the contrast, and then a slope…
I'm trying to create an animation that starts and ends slow but the center is going pretty quickly. I have a white bar that will be an emissive, and acting as a beam of energy going through a static mesh I have set up. It'll travel from one end to the other starting slow, picking up speed quickly, then slowing back down…
It's not so different from what you described your "usual workflow".. model it step by step.. you might have look at this to study the topology: https://sketchfab.com/3d-models/free-193839-vairogs-v2-new-version-e3a9b187643c4bbb84c485b1dd2a53a3 ..IDK if this is already to "highpoly" for what you want/need. So for a more…
@2300511685 Correct, the round over in the third step was added with a non-destructive bevel / chamfer modifier that uses edge weights to control the width. If edge weights aren't an option then a simple loop path could also be used to constrain the round over. There's a few different ways to approach modeling lofted…