Art Fight Attacks Masterpost: Team Stardust
It's that time of year again! I know there's still two days left in July, but I did my last attack last night! (I only ever work on attacks at like midnight before my days off and I work the next two days so I don't have the time for more)
I had a lot of fun again! I did A LOT more this year than last year and there are still a lot I wish I did. I have a lot of book marked characters still and people I need to revenge, but that will have to wait until next year unfortunately.
BUT HERES ALL THE ONES I DID AND I'M SUPER HAPPY WITH ALL OF THEM (they are listed in the order I did them and the people are tagged if they listed their tumblr)
Design Attack for @toxinsomnia-art (I couldn't draw with my laptop yet so this is the one traditional one I did)
Cab for @smutav
Eclipse (and Diablo) for IrishMelon
Scragon for @scragon
Halcón for Donnegail
Skav for Cermi
Stygian for Licominga
Alderroot for @swallowthebanjo
Liamor for Sakuzzu
Troutcroak for gummiehearts
Remi and Killure for Krillednuggets
If you don't want to be tagged let me know!
And as always, click for better quality as I draw on a semi-bigger canvas!
Thank you to everyone who attacked me or did a revenge attack! They were all so cool!!!
Now watch me not draw at all for the next month and a half lol
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Don Weaso's real eyes
Im not so sure if this was discovered before not even Cutting Room Floor or Conkerguru ever talks about it because likely they didn't know this yet?! :o
Im currently ripping all the models from the game to prepare for a big upcoming project. While Im doing this, I got curious about it and when I deleted the glasses on Blender this shows!
Throughout the cutscenes, he always wear glasses and never takes it off besides smoking and talking animations. This should be considered unseen but not unused because the textures for his eyes are still intact within the game but covered by his glasses making it nearly impossible to see it!
It seems the reason he was wearing them is to hide the texture for his eyes if Rare didn't have enough time to animate his eyes while he speaks or they didn't bother to because the makers knew the player won't see it and the glasses would fit well with his "gangsta' personality" to match the old time mafia themes with Don. So there would be no need for his eyes to be animated properly with the glasses on but why would they include his eyes from the beginning? Perhaps to add realism for the visuals in the game? unless Rare originally planned not to give him glasses until they start rushing with making the game but then again it looks like the glasses was just there to make up the character and not for hiding his eye textures since his eyes look a bit out of place unless he supposed to look angry to make him tough? similar case with Sonic and Mega Man characters.
Im posting this here if nobody seen this before! Let me know what you think!
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Do you have any tips or good tutorial links for getting started using the hair tools in Blender? They seem intimidating, but your models look fantastic
sorry I uuuh don't watch tutorials (evil) I just fucked around for years until it suddenly clicked. So here's a few things, not sure if they'll be useful or not
also blenders particle system fur isn't being worked on anymore and is getting glitchier by the update so maybe look into geometry node fur (I haven't) (evil) also everything under the cut is assuming you know absolutely nothing about hair
this is based on blender 3.5 btw
create a particle system, put it to your desired length (short fur is usually longer than you expect) then set the number to 0, then you can use the add tool to get a symmetrical groom
the strands you add are just to guide all the fur, in areas that curve a lot add more to prevent clipping
puff brush is best girl
once you've finished your groom you can create a weight map to control the furs density (you can also make some for clumping and randomness and shit) (I usually don't) (mostly because I'm lazy) then go to children > interpolated and select your weight map in the density zoneland, if your computers beefy and/or you want a better idea of what it will look like you can change the viewport amount of particles to 100 (or whatever)
go render properties > curves and change it to strip (you don't need to do this using cycles) then back into particle properties under hair shape to change the diameter root length from 1 to whatever looks best (uber dependent on what size your model is, I usually go with 0.08)
oh fuck I forgot to mention you gotta do different systems for the head, neck, body, whatever. It makes it easier and is better for lag
roughness is pretty important for making animal-ish fur too, here's my settings I used for making this face fur, my settings for all my particle systems are pretty consistent but it's also pretty dependent on your models size
here;s some other things I forgot and can't be bothered to go back and add
selecting this thing will let you select groups
uuuuuh I think that's it on the groom itself onto shaders
so they're pretty important to making some nice looking fur, you can make it look fine in eevee but cycles will probably always look more realistic (not to imply eevee isn't best girl it's really good at most things)
(eevee)
(cycles)
in cycles you pretty much just need a principled hair bsdf shader with a few settings tweaked (here's mine for the model above) (also make sure the fur material is different to the skin material)
so for both cycles and eevee your best friend ever is the curves info node (hair info in older versions)
all of these can be pretty useful but the most usefulest ones for me are intercept into a colour ramp makes an ombre from the roots to the tip
and random which adds variation to the strand colour
here's a little breakdown of my cycles shader for her
and eevee, they're pretty similar tbh
BUT also for eevee you need to change a few more things to give your hair weight n shit
in render properties enable ambient occlusion and bloom, then in the settings of your lights enable contact shadows
and one more important thing for nice looking hair is lighting, I find it easier in cycles because it reacts more realistically and rim lighting my beloved, but in eevee it's suuper important to making it not look flat, if doing those settings edits didn't do much it's because of your lighting
1 make your background completely black so you can see what you're doing better
2 add ONE area light and position it, pay attention to how the size, distance, and power affect things and make sure you don't make your model look flat
then you can add a rim light (duplicate the area light and reposition) if you want to give your character some extra highlighting, although good fucking luck if you're using eevee it's probably not worth doing
then you can add an hdri (super good webbed site for them) to be the fill light
having it at full strength tends to flatten the model (especially in eevee)
(cringe mode)
(yaaay)
and uuuuuuuuuuuuuuuuuuuuuuuuh I think that's it, I don't feel like reading all this back tbh
and please don't follow this like a loser follows the law this is just a guide and you should do whatever you find the most fun/gets the best result
ALSO ALSO don't feel upset if your first few attempts look like dogshit fur is super hard and only insane people make beautiful grooms first try
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