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papiliomame · 20 hours
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@flowersareverypretty Sure! It's not that complex, here is a picture of my viewport in blender:
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As you guessed it right, the cape ( I disabled the shader to see it better) is a 3d mesh with a looping cloth simulation. Also the crown is just a cylinder with an aurora shader and the flying glowing stuff for the second version is just a basic looping particle system.
Danny and the background are images on planes. While I was painting, I already had organized the layers in my painting program like this so that I can easily arrange them in blender. I moved the imageplanes with shapekeys to get the breathing effect. I probably could get a cleaner movement if I had rigged them with bones, but for this little experiment shapekeys were sufficient. The blinking is standard frame by frame handdrawn 2d animation.
Hope that helps!
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It's been a while since I painted ghost king Danny. I went with the aurora borealis crown this time. Also more animation experimentation with 2d and 3d stuff.
I struggled with the background a bit. Below is an alternative version, I can't decide what looks better.
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papiliomame · 2 days
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It's been a while since I painted ghost king Danny. I went with the aurora borealis crown this time. Also more animation experimentation with 2d and 3d stuff.
I struggled with the background a bit. Below is an alternative version, I can't decide what looks better.
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papiliomame · 6 days
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I wanted to try to animate the Akira Slide with the hoverbike I have designed. A combination of 3d models and 2d handdrawn animations, what do you think?
3D Turnaround of the hoverbike:
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papiliomame · 12 days
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Hoverbike
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Imagine Valerie had a hoverbike instead of a hoverboard.
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papiliomame · 16 days
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Ok these are the last edits I made. I just post them all in one post. Happy Dannypocalypse!
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Depressed Danno
Original meme here
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Imagine Mark encountered this as he examined the ecto-fungi in The Phantom Martian by @lexosaurus
Original art here
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Dissection report
Original comic here
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papiliomame · 16 days
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Majestic
I followed this tutorial by Cartesian Caramel on youtube
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papiliomame · 16 days
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there is no escape
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papiliomame · 16 days
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bap the Danno
Original meme here
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papiliomame · 19 days
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I needed a bald danno for ehm... something... and made a quick edit. Feel free to use it too.
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papiliomame · 20 days
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Fenton Family GAV Escape
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Inspired by Endless Engine Render Challange by pwnisher
Some animation practice. They probably being attacked by Skulker or Youngblood's ghost ship.
Reference:
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papiliomame · 26 days
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Have you seen the "depressed oompa loompa"- meme that popped up recently? I think Danny would radiate the same energy if he had to clean up the lab or something.
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papiliomame · 1 month
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Do you do 3D model commissions??
No, 3D modeling is just a hobby for myself, but thank you for your interest!
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papiliomame · 1 month
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Road to 3D- Sam Manson (Part 2):
Character Modeling
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Part 1: Model Sheet
Welcome to the second and final part of this project. Since people have asked how I do my models, I decided to make a write-up on how I approach these things using the example of a model of Sam Manson. The first part focused on how I make a model sheet fo a 3d model the second part focus just on the modeling. There are many more things about how to create a fully realized 3d character that I could make whole other chapters for, like UV unwrapping, texturing, shading and rigging, but I don't have enough knowledge past the fundamentals on these topics that could warrant their own seperate posts.
Additional stuff before I continue:
I use Blender for all my model
This not a beginners guide or something similar, it would be helpful to already know the general workflow of a modeling, how to use Blender and know different terminology like edgeflow, retopology etc.
If you are a beginner and want to learn more about character modeling I recommend the videoseries "Modeling for Animation" by Dikko on Youtube
Maybe I make some reference some tricks from this videoseries
That's it, let's go!
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My first step is always the block-out phase. The block-out phase is what the construction lines and the first sketch in a drawing are. I align the frontview and sideview from the model sheet I made in part 1 with the z-axis (the blue line in the images above) and roughly shape out the forms with primitive forms. For this I mostly use a cube with a subdivide modifier.
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Having a modelsheet without the clothes obscuring the body makes it much easier the get the form right. The block-out phase is one of the most important steps, if it looks good than I have practically half the work done. This is also a good opportunity to practice anatomy.
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After this stage I continue with the head. First of all, don't forget to add the mirror modifier so I just need to model half of the model. There are different methods to approach modeling the head, like sculpt the head first, retopologize and than bake all the deatails onto the retopologized head. I actually prefer to polymodel the head especially when I have a good model sheet. I practially trace the lineart from the model sheet by extruding vertices, once from the frontview and once from the sideview. The most important points are the form of the eyes, the mouth, the form of the face and the jawline. The head block-out is used as an anchor point for the shrinkwrap modifier so that the traced forms actually look like they belong to a 3d form and not 2d lines floating space. From this point on it's just connecting everything, pull and push vertices so it looks like a 3d head and make sure the edgeflow is good. (It's also helpful to know how the planes of the head look like) After that I add the eyelashes, eyebrow, eyes and the ears, now it looks like something!
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Now comes the hair. For the hair I used the "curve trick" like mentioned in the video series I recommended. Here is a tip to save time: I choose some edges from the head, duplicate and seperate it from the mesh. I convert this seperated line into a curve and choose a beziercircle as a bevel geometry. This is now the perfect foundation to model the hair further. One thing I needed a long time to notice: To get the beziercircle to a perfect square or in this case a triangle lower the Resolution U to 1 in the shape options. Now I just convert the curves into a mesh and add details and the head is done!
With the head finished I continue with the body. Remember how I wrote with a good block-out half of the work ist finished? Well, for this step I practically just use the smooth brush in sculpt mode and smooth everything out so everything looks connected. Then I retopologize the body and that's it. Well, ok there is a little bit more to it: Before smoothing things out I join the block-out part to a single mesh and remesh it with the remash modifier expept for the hands. I prefer to polymodel the hands seperatly without worrying about the rest of the body because they are difficult to model. I reattach them later. Speaking of reattaching, I make sure that the connection points have the same number of vertices while I retopologize/polymodel. To ensure that, I often use the following trick visualized with a simple example ( which is also described in the video series):
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I want to reduce the amount of edges at the bottom of this plane, for this I merge 3 vertices from the middle into 1 vertice seen in the left image. After that I can select the blue marked edges from the center image and dissolve them. The result, which you can see on the right, is a nice clean edgeflow with a reduction in the number of edges.
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After modeling every part I attach them together and I have a finished bodymesh the work with.
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Now onto the clothes, for this I use the model sheet with clothes as reference. Having a retopologized body makes it easier to model simple stuff like e.g. Sam's shirt. On the left image the marked faces of the the bodymesh already looks like a shirt. I just need to duplicate and seperate this area, clean it up a little and the shirt is basically finished. The more complex stuff like the boots I need to polymodel around the bodymesh.
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With that the modeling part is done! Now comes the things I said above: uv unwrapping, texture painting, rigging and shading. These are whole other topics I cannot go deeper because I'm still learning how to do these things but I hope my little write-up about how I appoach character modeling was enough to learn one thing or two.
Thank you for your time and thank for reading!
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papiliomame · 1 month
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Road to 3D- Sam Manson (Part 1):
Model sheet
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Part 2: Character Modeling
Hi! On my recent posts of my 3d models I got many asking questions about how I made them. I'm currently working on a 3d Sam model from scratch and so I thought I can document my process here and add some thoughts through my process.
Before I can model anything in 3d I need a reference and a plan. For characters this means I need to create a model sheet, so here we are.
Some disclaimer first before I continue:
I'm just a self-taught hobby artist not a professional or proper art student. The infos I write here down are just the things I do and can be completly wrong or different in a professional setting.
This is not a tutorial or a step-by-step-guide for character design or how to make character sheets in general. Just additional things that I pay attention to when I make a model sheet for my 3d models.
As someone who just does 3d modeling in my freetime for 2 1/2 years I see myself still as a beginner. I'm still in a experimenting with different techniques and artstyle. This and the following posts describes just stuff I do for this model, it could be some other method next if I feel this didn't work out that well. Nothing is set in stone.
I do the 3d models just for myself for practice and for fun, you cannot download them anywhere. I just post screenshots and do sometime animations to archive my progress.
Under the cut are my thoughts of how I approach a model sheet for a 3d character:
First things first I search for references and make some rough sketches to decide how I want the character to look like. I found this image of a character on pinterest ( anyone knows who the artist is? I cannot find the original source) and use this as a reference for my Sam model.
After the inital phase I first draw the front side of the character. For a 3d model I need a symmetrical neutral character in a T-pose, an A-pose or a standing pose in which the arms doesn't obscure the body. This makes it easier to model and rig them late on.
Speaking of obscuring the body it's also better to have a character without their clothes on and in multiple angles. It is easier to model the character's full body first and then model the clothes around it as an anchor point.
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The most import angles for me are the front and side view. The other angles are more for the details to get the likeness right. I try to model the front view most accurately and the sideview is more for the proportions. I don't often see people only from the side view so whatever I draw from the side cannot 100% be accurately be modeled like that. I also made a different side view on the right with the arm seperated from the body, this makes it easier block in the form of the body and it's easier to model the arm and hand seperatly because hands are not only difficult to draw but also difficult to model.
For the different angles I use a mannequin model in blender as a guide and reference. Clip studio paint (the painting program I use) has also 3d mannequins but I personally find them difficult to move around so I prefer to use blender for this.
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When I'm finished with the model sheet I also make a quick turnaround animation to see if anything looks consistent enough.
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Yeah that's it. Now onto the modelling process!
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papiliomame · 1 month
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DP Side Hoes Week 2024:
Cujo - Treasure
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I was not really happy how the animation turned out yesterday so I deleted it. I wanted to combine 2 different ideas but it really didn't work out how I wanted. Now I have redrawn one idea from scatch today and have refined it a bit more to tell more of a story. I think it works now.
For anyone interested this was the animation from yesterday:
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papiliomame · 1 month
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DP Side Hoes Week 2024:
Nocturn - Creation
Nocturn can create dreams, pretty much anything can happen in there. How about he creates a dream where he is acting as a boss in a boss fight against Danny inspired by Boss Fight Render Challange Montage by pwnisher?
Turnaround:
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papiliomame · 1 month
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DP Side Hoes Week 2024:
Dani Phantom - Self Defense
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Just a rough sketch today. As a street kid who travels around the world and with her cheeky attitude I imagine she often gets into street fights with the local gangs in big cities. Of course she needs to be careful and not to accidentally transform to conserve energy and to avoid getting on the rader of the GiW.
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