i was thinking about making a Lumine model for animation purposes. I was thinking of just using her in-game model, but as good as it looks it's optimized more for games rather than animation. plus i do really like her 2d art and wanted to try my hand at making something more oriented towards that
Playing Yelan's story quest has changed me on a fundamental level. For the past year i have dedicated almost all of my free time to drawing zhiyi fanart
hi im not dead, ive just decided that im gonna move away from small stylistic renders and start posting more of my drafts/whatever else comes to mind. Im hoping by doing this ill be more active in posting, we’ll see i guess!
Quick time-lapse of the head modeling process. I’m using a modified version of Daniel Krueter’s modeling series where you model the edges first to get a general shape and then connect everything in between
I know i said i was going to work on background art but this concept has been floating around my head for a while and ive decided to indulge myself. Going to turn them into a model
So i’ve finished the project and although im not entirely happy with the final product 2d is a lot easier to imitate than i thought. With more time and practice i think i can actually make a full animation in this style! Ive posted some of my favorite progress pics below the cut.
So the thing that ended up taking me the longest was the normal editing. I was able to get a pretty smooth half shadow look here, but otherwise it’s still very rough.
the one thing that i learned the most from it tho was the importance of tris when building the shape of the shadows into the face. If you want a clean divide you have to make a path and edit the normals to follow that path. Although even with additional tris it was hard to get the shadows to follow the path as nicely as i wanted (you can see this in the forehead....) definitely needs work.
Face shape drivers are also something that i learned heavily affected the final look of the character. The right is with face drivers and the left is without. How it works is when the camera is a certain angle from the head the shape key will activate, making the mesh shift along with the camera. However because the mesh is changing to look good to the camera from an angle the front view looks really funny
Because the viewer will only ever see the camera view in an actual animation, how the front view looks when the camera isnt looking at it doesn’t really matter. Still looks goofy tho
This is how the final project ended up looking, and ngl i got really lazy at this point. On the bright side now I know that i need to work on making 3d backgrounds, so expect to see more of that in the future.
This project also got me really into the 80s anime aesthetic so im probably gonna lean more into that. I’ve been specifically looking at a lot of sci-fi stuff (the kind with the really cool helmets and machinery) but i dont know if ill have the time to do something as in depth as this project. We’ll see i guess!