(video has no voice-over or music sorry; also default state is fish-mode lol)
To cap off tonight, I worked on an easy (still complicated) 2D eye rig! You can see the rigging tutorial by Mumu Mundo below:
youtube
I might come back to this for both Spoon Ballerina and the style test for WOR. I really like how fluid these eyes are and easily customizable. The setup is a bit complex, but that's the nature of rigging and shading. I'll get a hang of it eventually!
I still need to figure out how to get a "cat's eye" structure like my objectoc have for their eyes:
My human and god characters will have something different instead, tho:
Saw multiple posts encouraging artists to lean into the bowser-luigi size difference, so here i go ! (This is loosely based on a pic of them from Mario Odyssey) Bowser is showing him around the castle :)
So I've been working on a 3D still life since the beginning of the year! Photo ref below!
The purpose of this still life is both to learn Blender and also to create a starting point for practicing cel-shading style for WOR!
First, create a realistic (as possible) still life using what I learned from Blender tutorials. Then research and test cel-shading styles for the still life to match my style for WOR.
Before that step, I need to create a style guide for WOR's style. So far, I have plenty of examples to base the style guide on:
Might take me a month to create it (it's not just the characters the style guide is for, it must include backgrounds, buildings, creatures, etc).
So, what's the cel-shaded style will look like?
I'm looking at the following:
Lightning Boy Shader Tutorial from Lightning Boy Studios
Hades Behind the Scenes from Supergiant Games
Why this style??
The goal is to make things a little easier for me while I work on RFR's comic and any art for WOR's stories in the future. My current style is a little time intensive from sketch to the final image. 3D will allow me to cut time in half, providing me with either a good reference/starting point, ease of composition, and, maybe hopefully, spending more time on getting pages for RFR's comic done once I start producing it.
Still, that's a long way off (rn doing concept stuff now ahhhh), but it's something for me to explore!
Anyway, once I do a couple of successful renders from the still life, next is taking a character from my past art and recreating them using the same methods.
So, maybe, one of these two! Clara (not WOR related) and Not-Marathon are the simplest object ocs I have currently and are good candidates for the future style test. If successful, then either of these characters will be next:
Doing a human character is very important since they still exist in WOR (just barely on the edge of extinction lol). Sylvania would be great for a more complex version of my object characters to prepare for something like a war-torch.
Anyway, that's what I've been doing! Sorry for the long post!
In "A Convoluted Game of Dice" you wake up to find yourself stuck in Limbo. To escape you have to prove yourself to the Dealer by beating him in an unfair game of dice.
This is a fake game I made mockups for during a game pre-production workshop in school. I wish it was real so I could play it myself, but alas I can't code!
Commission work for my wonderful @mimizukeii! A certain trio doing a late night deli raid to quell that raging sugar crave. Yummy~!
Did you know you can draw on your trainer card in Pokémon Black & White? You can also turn it into a 2-frame animation! How cool is that!!
Thats all for July! (& few I missed from April-June)
More experimenting with techniques! I don't really plan the rendering style beforehand, just going with whatever I feel like at the moment. And that's the whole point here, this is not something I'm aiming to put in a portfolio or something, just keep it fun! It's easy to stay motivated that way!