Giving myself permission to make some messy, kinda amature art. Been learning a lot of new stuff recently (I'm way more comfy with 3D animation than 2D) and it's tough to dive in because my critical eye is WAY above my own personal skill level with this medium... but I'm going to share it anyway! The process is valuable.
Just the other week I finished up my 3rd redo of my AVTP Tallest Red and Purple models. Here they are showcased in a lil scene that might be familiar to some of you.
Back in October of 2022 I finished version 1 of Red and Purple. They were my first ever finished character models. To showcase them, I put them in a little restaurant scene.
When I finished my 3rd version of them, I decided to put the new models in that same scene to compare the differences.
And DANG! What a difference! It really blew my mind hahah. The background was barely touched, the only significant difference is the character rigs of Tallest Red and Purple from Version 1 to Version 3!
Yea, the old models are lookin a bit like handsome Squidward. You can make fun haha.
This is why I tell folks, you gotta keep pushing to get better at something. It is achievable, but it's not without perseverence and time!
I’m just a little out of touch when it comes to my 3D poster game…
I usually just do animations or sketches, and when I do end up doing posters, it’s for lore. This one is just for the hell of it, because I made this model and then never used it for anything.
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Render by Roux36 Productions,
Bendy and the Demon Within by Roux36, Bendy and the Ink Machine by Joey Drew Studios
For YEARS I've been trying to find a solution to low-maintenance toon shading in Blender that also keeps the overall look, but I've been hitting a wall every attempt.
I recently watched this video from Visual Tech Art making a post-processing shader in Unreal 5 that put the lighting information through a logarithm operation, rounding the results, and squaring it back up. This inspired me to create a similar implementation in Blender's compositor, and....
...it was that easy all along????
This is just Viewport Compositing by the way, which only supports the Combined Pass right now. It does require tweaking based on the look you're going for, and you can tweak it even more with render passes and custom masks, but by default it looks pretty nice! Subsurface scattering and bounce lighting are still accounted for as opposed to just using the Shader to RGB node, and it can work with Cycles!
-fairy design VERY good. what a funky little creature. also i can't believe zelda is hyrule's first poketrainer
-god i almost feel like this would work really well if it was closer to like the tunic style? tunic isn't nintendo but it's very much a love letter to games like alttp and i think it really does a good job mixing the cute/charming with the sinister/mysterious in a way that would REALLY make those portals hit harder visually.
-i don't have a problem with the cutesy-ness of it - wind waker + the other toon games are some of my favorite zelda games visually and they go for a cuter style, but they work really well because they're a) a really nice stylized mix of 2d/3d and b) the character models are all very very emotive, exceptionally so for zelda games especially. by contrast, the link's awakening remake style they're bringing back for this game is very. plastic looking. instead of inviting you into this colorful world, it pushes you a step back emotionally, because you're playing with plastic dolls, and even worse they're plastic dolls that barely emote. cartooning relies on exaggeration - exaggerated emotion, movements, character design, etc. plastic looking 3d chibis running around a plastic chibi world are stiff, their movements are limited, their expressions feel fake.
-re playable zelda: yay!!!!! re the visual style they're going with: vaguely disappointed, but unsurprised. totk came out last year, and reusing this style means they're probably recycling assets from link's awakening (models/rigs/animations, environment models, probably all of the coding for the mechanics/enemy behaviors) which means it can come out faster and cost less money.
-i'm kinda assuming this is them testing the waters with playable zelda, and maybe if this game is successful they'll decide it's worth spending money/time/resources on a more serious game featuring player zelda.
-might do some fanart of the new zelda in the toon/windwaker style and maybe play around with scenes from the trailer to put it in the tunic style? we'll see
-where in the timeline is this Eiji Aonuma??pink crystal zelda is from oot. dont tell me this is a FOURTH timeline Eiji Aonuma i'll lose it. you still haven't explained what the hell is going on with totk. sir. mr zelda man. please
Oh boy, my model and rig for Xeon are finally done! I've got a lot of info in this post, because dang it's been a journey haha.
Over the past month and a half I've built this lad, rigged him, put him into VRChat, made a 2D background to showcase him, and shot him out of a rocket in spite. Well, not really, but oh man sometimes I wish I could have. *wheeze*
The Xeon rig and model features a new rigging system, a better model, better organization, and a whole host of improvements over my last model of Medea. And dang, I'm excited to dive into em!
First up is the lil fun showcase. Using the new rigging system, I did lots of fun poses! And I'm super happy with how the toon shader looks too. For his model, I focused on refining the topology and making the weight painting better. Noodle arms also helps a ton too! These improvements really helped get it looking as not 3D as possible hahaha.
Keep reading for more of the behind the scenes stuff!
Yes, this is a 2D background! Way back in the day I used to make backgrounds to showcase my finished models... but I kind of strayed away from that. With Xeon though, I decided to get back into making backgrounds, and instead of doing it in Blender- I drew it!
This is the first ever one I've publicly published, and only one of 3 I've ever done. I first laid out the perspective in Blender and the lined/colored it in Clip Studio Paint. The model of Xeon was rendered in Blender on a separate layer, then I dropped him in the CSP background.
There's defintiely some wrong things with my 2D background, but for the first colored one I've done, I'm pretty happy with it. Its all about practice, and as I gain more experience I hope to better refine the Blender perspective to 2D pipeline.
This time for Xeon, I wanted to massively push my rigging skills. So with the help of Rigify, I've done just that. The rig for Xeon features a very advanced and customizable rigging system that allows me to pose him in so many different ways.
Oh and also, noodle arms and legs! That was a thing I've been meaning to add to my characters for so long, I just haven't known how to. But now with the new rig I can do just that!
As you can see below, the rig is also very user friendly. It's definitely complex, but it should be a lot more standard and a lot more user friendly.
I can't wait to add this rig to all my future models as well!
That's all I have for ya'lls today, I hope you all enjoy him!
made my own toon shader to use for commission backgrounds and I have been having fun using them to recreate paintings
(Landescape is Edward Hopper, still life is Paul Cézanne)