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#stylized shaders
3dcinetv · 7 months
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youtube
Mastering the Art of Baking Normals: Unleash Your Creativity with Stylis...
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lanceberyl · 5 months
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BLENDER revised toon shader testing!
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Currently troubleshooting my HEAVILY revised toon shader for blender eevee. It's not perfect, certain elements I still can't get to behave EXACTLY how I want for every given scenario, ..but overall, I'm very happy with the progress and versatility made thus far. Animation demonstrating it's various effects will come ..eventually. ..Hopefully. Stay tuned for more updates.
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antirepurp · 29 days
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tipped quills with the use of the smear tool, the results are. mixed
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photo mode filter for slightly better visibility but yeah the areas where the colors blend are a bit visible, it's not a huge problem but still i think im legally not allowed to blend anything if i want patterns on this boy that don't give off unintentional effects
the item depositing cutscene makes it that much more obvious
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no idea why the lighting in this scene specifically pulls the slightest value changes so prominently to display
overall im not too sure if i want to color the quills at all at this point, i think a gradient would've worked much better and if i do them with no blending im going to feel obligated to color the ears as well to make things look more balanced. nothing wrong with coloring the ears i just feel like it's not what i want to do with this design, it wasn't really made with that in mind. idk i might go on a short research spree to find some fur patterns that could be fun to mess around with but it's looking more and more like i might just make him fully monocolor, maybe up the saturation a bit for a better look in-game
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shakytailstudios · 1 year
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RWBY X Sonic - Yang Xiao Long (The Lion)
I really love the designs done by the rwbyxsonic team for their fusion/crossover and wanted to try my hand at a 3D model and naturally I went with my all-time fave, Yang Xiao Long, the lion!
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I confess to cheating a little with the textures by largely using the materials from the reference sheet to avoid having to paint, but I am quite pleased with the result. I also decided to utilize their pose.
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Image Description: Yang Xiao Long in her volume 1 outfit. Yellow top, orange scarf, brown jacket and thigh cape and black shorts, massive boots with a purple handkerchief tied to the left one and an orange strip on the other. She has black gloves and ember celica. But she’s a Sonic character... I don’t know how to describe them, but she has a long tail with a floofy end, all bright golden blonde like her massive mane of hair. 
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nicoledavisart · 2 years
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3D model inspired by fresh_bobatae’s illustration called Bunny side up.
Check out the full model in detail on Sketchfab https://sketchfab.com/Nicole_Davis
(Bunny side up Illustration below (Link to original Instagram post here) and link here to fresh_bobatae Instagram )
I just loved the character design of the egg bunnies.
Model made in Blender with handpainted textures.
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Hey guys I have my commissions open! I can do both 2D Art and 3D art!
For 2D: * Logos ($10) *Character Concepts (See Below) *A or T pose references (See Below) *2D VTuber Ready to rig (See Below) *Just some nice art! (No NSFW, Mecha, Overly detailed designs, or problematic designs) Furry Art, OC Art, Ship Artand Fan Art accepted! (See Below) For Characters And Art with characters Lines: $30 Lineless: $50 Flat Shading: +$ Detailed Shading: +$ ~~~~~~~~~~ADDITIONS~~~~~~~~~~ Background: +$20 Extra Character: +1.75x First Character Price VTuber R2R: +$30
For 3D *Characters (Stylized/Anime Styled ONLY) $100 *Objects (Small: $50, Large: $100) *Scenery (Small: $100, Large: $150)
Pricing: Base Mesh: Above Prices Basic Coloring: +$10 Shaders: +$10 Textures (Stylized ONLY): +1.75x Base Mesh Price
All art requires a reference for me to work from: It doesn't have to be perfect or clean, just something for me to work off of. You must have permission from artists who's OC's aren't yours. Don't claim others art as your own.
Portfolio's in description! Half Amount Due before I start, rest given after approved rough sketch. I accept Paypal and Cashapp
The reason I'm opening my comms right now is due to my pets needing some vet care: Nothing that's exactly an emergency, but my boys are all late on vaccines. Truffle really just needs his shots, but Enoki and Barbas both need neuters as well, plus my cousin is rehoming her cat and I'd like to be able to get her vet stuff in order (If I'm able to). I'd like to make about $800 in order to cover these costs. I've been helping my family a lot so I haven't had a lot of time for job searching, let alone going to a job, so these Comms are important to me right now. If you want to help out but don't want anything in return my cashapp is $HereComesDaBoi
My Paypal and Ko-Fi are in my description! :D
(This is my first time opening commissions so please be patient!)
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marioclash · 1 year
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i actually prefer the toon shader in the new project diva game
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henrikveres · 2 years
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I always loved to see these kinds of visual effects in games/animated movies, finally I figured it out how to create them myself, by playing around with all kinds of shader nodes in Blender. The options are limitless!:) This time i tried the effects out on my animated cartoon Henrik character, he looks really badass. - - #vfx #specialeffects #animation #dynamic #animationworld #3d #3dart #artist #stylized #magic #cartoon #toon #anime #animestyle #fireball #particles #shaders #projectile #blender #pretty #lights #fire #water #explosion #punch #action #henrikveres #avianbrothers #production (at Montreal, Quebec) https://www.instagram.com/p/CjQcuMWgATX/?igshid=NGJjMDIxMWI=
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3dcinetv · 10 months
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youtube
Blender stylized 70s Manga Shader (Koji Kabuto 3D model)
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lanceberyl · 26 days
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Golem Frend WIP (Blender3d)
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Golem frend WIP progress: modeling, rigging, and shader test. Overall like how they're turning out, not totally set on color scheme yet. I want the arms to be able to telescope out but not sure how to do that with IK bendy arms. (design progression below)
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empresspebble · 2 years
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youtube
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bobacupcake · 6 months
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you’ve posted pics of a stylized foliage shader a few times mixed in with your orb collection and I haven’t seen you talk about it (and it’s really pretty) what method did you use?
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thank you !!! it's essentially a geometry shader that renders a bunch of blades of grass really fast, and borrows the lighting information for each blade from the mesh it's linked to (so normals, shadows, etc). havent done more with it because it has some issues still (no LOD settings that make it so further away uses less vertices, shadow problems, etc). color is also driven by a worldspace texture, giving the little patches of color everywhere
fairly sure this is the tutorial i followed, though i branched off a bit when it came to colors+lighting!! good basis for making the grass geometry shader though
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whmp · 7 months
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hey, it's me! i'm still alive, somehow, though just barely. this semester has been pretty tough so far and will probably remain that way until spring. despite this, i managed to add some fun new features. : ) ALSO i promise 100000% that if you sent me an ask i WILL answer it. i will. anyway, look at all those cool things! -> a system for cuts, bruises, tattoos, wounds and other decorations your whumpee's skin is an empty canvas. whether you fill it with scars and wounds or cutesy band aids is up to you!
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the way this is set up is kind of like a bunch of stickers. so for example, if you decide to hurt the lil' guy with something sharp, he'll get a "stab wound" sticker in the spot you decided to target. over time, that sticker will change over to a "stab scar" one. it's a very flexible way to do things, but it still needs some work and a couple big changes, since it's very unfriendly to low-end computers. in terms of visuals though, it should look exactly the same as the decal-based "decorations" for your whumpee that you see above!
- a better way of getting that dude on camera the camera system is now a lot more immersive and will fit the story. the awkward developer cam that could clip into walls is no more.
you can drag around the view and zoom in and out by scrolling. as you progress, you'll get access to even more ways to invade your whumpee's privacy. : )
-> new ways to get horny in the last devlog post (around 1000 years ago) i said that you won't see any "horny accessories" in the upcoming updates. that was a complete lie, sorry! here's a preview of some cool new horns you can give to your whumpee.
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the neat part is that the horns are customizable - other than just choosing the shape, you can modify their size and color gradient. -> other stuff + story i've made plenty of changes and additions to the back end. most of it is not flashy or super significant - most of the time and energy i could dedicate to the project went right into fueling the violent, bloody conflict between me and custom shader code. i've also made some updates to how time is simulated and fixed a bunch of bugs. there is now a sound system too! i'll look for some copyright-free sfx and music before the next update. oh, and there's some lore too!
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i've been experimenting with different ways of delivering the main storyline. heavily stylized cutscene-like sequences were very fun to do! not sure if i'll stick with this style though. either way, i have the general outline of something that resembles a plot. >: ) that's it for now! again, sorry for the irregular update schedule. i've been following the "no progress for a long time, then one night you have all the energy and inspiration in the world and you zone the fuck out for an unhealthy amount of time just working on your thing then until realize that you're going to be asleep within the next 40 seconds" development strategy - hopefully, my brain will kindly allow me to switch to a more comfortable workflow. :' ) taglist below: (let me know if you want to be added OR LET ME KNOW IF I FORGOT TO ADD YOU IM SO SORRY) @whumpinthepot @andithewhumper @pigeonwhumps @monarchthefirst @scp-1296 @whumpedydump @screenys-whump-corner @whumpshaped @bloodsweatandpotato @burning-and-remembering @thealmightyconeoftruth @whimpity-whumpity @catnykit @vietbluecoeur @rainythealias @cardboardarsonist @snakebites-and-ink @lthrboy @woo-lu-woo @wingsofadragonsstuff @wecoffphm @bayvel @pics-and-fanfics @dokidokisadness @generic-whumperz @lambetjenasus @aarika-merrill @hayaneakabane @moons-cozy-corner @brittaunfiltered09 @rule-masochism @reverie1234 @oddsconvert @wh-wh-whumpified @currentlyinthesprial @cupcakes-and-pain @heavenlyden @whumpsday @likeadeadbattery @stay-on-topic1 @cyborg0109 @kawhump @astrowhump
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tossawary · 2 months
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I think SVSSS as a 2D cartoon would be the best moving medium for it imo.
I mean, personally, yeah, that's how I'd enjoy seeing it as well! My ideal slightly pretentiously artsy SVSSS screen adaptation would probably look only a little more detailed than linograph prints (2D or shaded 3D?) (someone hit me up in like two weeks to draw an example of what I mean, if I don't remember on my own, I don't have access to art stuff right now), very stylized and vibrantly colorful, because that's one of the art styles that I particularly enjoy.
I'm not a personally a fan of the 3D SVSSS show because I find the characters a little too doll-like and same-facey for my tastes? It's fine! It works! It's serviceable! It's just all, backgrounds included, a little... safe? I tend to like over-the-top bright colors and intricate details and impractically weird shapes and yet also coherent world production design in my fantasy, which is a lot to demand of any production, perhaps especially with animation productions, which are always squeezed for time and money.
(EDIT: I know the SVSSS show was under heavy constraints and the results are impressive considering their resources; it doesn't change the fact that I just don't like the art style and nevertheless find the results underwhelming. I don't like a lot of "realistic" modeling / rendering styles, not just "anime" ones, even if they are extremely technically impressive. Believe me when I say that I know the vast majority of the entertainment industry is overworked and underpaid and creatively restrained.)
Slightly tangential general note: I don't think 2D is inherently superior to 3D (EDIT: NOT trying to imply asker is saying this, just having some general thoughts), especially because, with the realities of production, each have their advantages. 2D has a lot of stylistic advantages still, but 3D shaders are catching up and doing some incredible things these days! More advanced puppet controls and particle effects and such are doing some beautiful things for 2D shows as well these days. A lot of stuff has been subtly mixed media as soon as 3D became possible. It is potentially possible (note: not saying any studio would actually greenlight this) to do an equally slightly weird and artistically stunning 3D SVSSS show, given the freedom to work. (Good boarding and writing is also sooooo important in both mediums, obviously, it's not just about the art design. You can get away with incredibly limited animation with good boarding, writing, and art design.)
Another slightly tangential ramble: both 2D and 3D have the potential for stiff animation and poor character acting, which also comes down to production limits and animator skills? (I often think of character animators as a type of actor!) There are a lot of 2D shows that I don't really like because I find the animation incredibly stiff, both puppet and handdrawn (there's great 2D puppet stuff out there these days), which pretty much always comes down to production limits (deadlines and budget and software, saving up their animation for the coolest scenes). One of my favorite things about Studio Ghibli films (which as features get a lot more space to focus on art compared to the demands and restraint of television) has always been the squash and stretch in otherwise relatively realistic action, making things like hugs look SO nice for example. But 3D stuff is getting better at that these days! The ways characters slumped into each other in "Nimona" for example was great. And it's just fascinating to look at the elasticity / stylized sculpt of expressions in "Puss in Boots: The Last Wish" compared to the technical limits of the models / rigs in "Shrek" or "Shrek 2".
Adding these side notes because I want to be clear about my respect for both 2D and 3D artistically! A lot of video games are doing cool stuff in 3D that looks very close to 2D with stylized shaders, which you can sometimes spot by the large or small rotations in character action / acting, which is difficult (and therefore often expensive) to do in 2D with all of those extra drawings / angle poses. Also, I think the current push towards funky shaders in 3D is so cool and it's hard not to gush about them!!!
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bogleech · 1 year
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So unfortunately you can still see posts from people who have blocked you (particularly when someone else links you) and someone wrote this huge rebuttal to the pokemon thing that makes me sound like such a jerk about it, I really can’t just not respond? Like are people doing it on purpose to be rude, skim-reading and filling in the blanks, or do I genuinely communicate my thoughts and opinions that badly the first time? :(
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So I’m honestly not even sure what this part of the thread is trying to address or correct me on, for instance, because it uses a screenshot with my explanation right there. I was using this as an example of the differences you get when a model is based on the 2-d art, and I chose the model as seen in Pokemon Home specifically because it follows the pose of the art and therefore makes comparison easier. It is in fact the same exact model used in SwSh, but in the game it has a different shader/filter applied.
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This is another odd response because the very first thing I say in my article is exactly what they say here, that the silk was clearly redrawn. And “facing different angles” isn’t relevant because when you draw over a 3-d model, you get the model first and you position it how you want. I wasn’t making a comparison to poses and angles. Parts are also clearly redrawn like the “tail,” but the head especially has that rotoscoped geometry.
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So then this person thinks the phrase “auto generated” meant I was bringing AI art into this??? Auto generated means you took the 3-d model and applied 2d stylization filters to it, which has been a thing since before Neuralnet AI art. Filtering 3d into a 2d look is also a legitimate method to make cool artwork, they just didn’t do it in a very good way for some of these Pokemon.
Again this makes me sad enough to have to respond to because it’s written like I’m actually stupid, mean spirited or dishonest over nothing but Pokemon art and it’s just unreal.
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sonicstormnews · 5 months
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FINAL SHADERS + COMPARISON
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Here's what Sonic's final shaders look like! As you can see, we're trying to lean way more heavily into the stylization aspect. They were extremely fun to make and I might go more in depth with it on the YouTube channel.
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The glow up on the shoes is astonishing.
- Azu
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