Fun and creative stuff that I worked on recently. Click on the link to read more about them.
Did some simple test with Cocos2D JS / HTML5 framework. Instead of doing a typical hello world, which is already provided as sample file. I try to do some basic tweening with cocos2D (Action). There is a bit different on how tweening is done compare with ActionScript/Greensock Tweenlite/createJS, but it is not too hard to pickup.
I try a different method for rendering anime style hair specular. Instead of doing it with material or shader, I model them and render it with masking. I think the result look a lot better, since the shape are from the model (with no shade material). More over, I can also rig and animate them.
This is a follow up post on my other tutorial “how to paint light ray with photoshop“. But instead of painting them manually, we will be using procedural cloud texture and radial zoom blur only. This can be done with Photoshop, AfterEffects or Blender3D.
Lots of peoples had been asking on how I paint anime style trees in my landscape painting. To be honest, I am still not really good in this area, but here is a simple write up on my workflow, and what I had notice from observing trees painting in anime.
Few weeks ago, I did a quick test on Akiyoshi’s leaf wave optical illusion by doing some simple scripting (AS3 Flash). I want to know if a rotating pattern will cause more nausea to the viewer. It turn out that the faster animation will stop the optical illusion effect. Anyway, I spend more time on the script itself over last few weeks and did this simple “optical illusion editor” which you can use the generate your own optical art.
Beside non photo realistic rendering (NPR), I love realistic render too. But I was always limit by my old PC processing power and I am not the type of person that would wait few hours for a render to be complete. Anyway, here are some blender3d cycles render which I did recently. Comparing these renders with the first batch of my blender cycles artwork. I think I have level up quite a bit.
I always have strong interest in utilizing 3D to render a 2D painterly anime style background. Probably due to the re-usability of 3D assets. Here are some of my Blender3D test to render 2D foliage. The main objective is to avoid the use of texture plane and uv projection mapping method, which I am pretty sure it will give a 2D look easily at the cost of more limited camera movement in the 3D space.
One of the most ask question I receive for Blender3D NPR anime character are “How to render eyebrow on top of everything (hair) for anime character?”. I achieve this by using render layer and mask. Most probably there are other ways too.
This is a follow up for my old anime cloud tutorial. Just adding one more extra step, smudge the cloud. Smudging the edge of painted cloud does add a bit to the painting, it sort of give a feeling that wind are slowly blowing the cloud.
I was chatting with some friends online few days ago, and we were discussing about how to do starfield in Blender3D. We both got the same idea which is apply the same method as how people will usually “generate” starfield with Photoshop using procedural noise texture.