Fun and creative stuff that I worked on recently. Click on the link to read more about them.
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.
I always want to draw manga and tell all those stories that had been accumulated in my mind since long time ago. But my manga style characters drawing are not that great. One of the main reason are the stroke I draw in Photoshop are very bad. The curve of the lines are wiggly and the tip of the stroke are not sharp.
Took a photo of a football field early in the morning few days ago, and I thought it look quite nice. So I spend some time in the weekend to paint over it, adjusting it to look like anime style background.
While I was looking into landscape painting, I noticed that most good paintings used a hue of blue/cyan/purple for shadow. At first, I thought it was just an art decision to use a more saturated colours in painting. But as I spend more time observing what colours are shadow in real life, I realized there are colours in shadow too.
Joined and submitted this 3D crystal/diamond/quartz render for the Blender3D Facebook group challenge. I have written a little bit of info on how is this made, including the render settings and shader node for the crystal. Not really a full fledged tutorial, but it is more than enough to use this as the foundation for your own project.
I was spending a bit of my time on modeling and rendering anime style character during last few weekends and I figure there are a few tricks that are worth sharing. Such as using colour ramp node for material, using edge or face mark to include or exclude freestyle lines.