Miku 3rd gen workflow in Blender 2.8 beta
/A big write up on my toon workflow changes in 2.8 Beta using Cycles ToonKit and improved cloth simulation.
Read MoreExperimenting with non-Photorealistic Rendering in Blender
A big write up on my toon workflow changes in 2.8 Beta using Cycles ToonKit and improved cloth simulation.
Read MoreMy Miku fanart continues! This was a quick piece for a Piapro.jp contest. I used the anime style MakeHuman custom target I'm developing with a resized version of the outfit from Synthesizer, and added a particle crowd scene.
Read MoreI'm the visual artist half of the Root Node music project. This image is the cover art for our first Vocaloid track
Read MoreThe goal of the Militarized Police project is to create a low detail model suitable for decimation for use in group and crowd scenes. Here I share an early experiment with non-photorealism effects in the compositor.
Read MoreAfter much time spent experimenting, and many distractions, Maiko v3 is done. I settled on a scene that would be simple, but also allow for interesting lighting. The end result is an odd mix of toon and elements normally used when trying for photorealism, such as depth of field and reflections. But that's the whole point of using Cycles in the first place!
Read MoreModeling on the third version of Maiko has finished (save for a few details.) The first two versions had various issues that made them tedious to work with for making actual art, such as elements that only looked good from a few angles and limitations on their rigging. I've taken everything I learned from making the first two, and several months more experimentation, to create a final version.
Read MoreWe've covered the basics of what Cycles shaders are doing, how to mix them, and how different lights will affect them. Now we can see it all on an actual model.
The Shader group I used for Maiko is simple. I wanted to follow the manga style of minimal detail, so rather than worry about texturing, I let Cycles provide most of the nuance of the image with nice gradients of light.
Read MoreThe node setup I used for Maiko is not complex by Cycles standards, but I am going to start at the beginning for the benefit of those not familiar with Cycles shaders (specifically Diffuse, Glossy, and Toon versions of each). This first post will explain the nodes and lights I am working with so that those with minimal prior experience will be able to understand the full setup. The Maiko shader nodes will be covered in the second post.
Read MoreExperimenting with blending multiple toon shaders by introducing noise into their size and smooth sockets. The result is a painterly effect, like you would get if digital painting in Photoshop.
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For my first major project, I chose to experiment with a generic anime girl. The subject matter has a huge amount of references and visual memes for easy concepting and allows for diverse styles. We'll call her Maiko.
Below is a summary of the techniques used in Maiko's creation. I will be writing a post about each aspect and linking to relevant tutorials.
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