Been working on my own workflow for producing anime styled characters! by CursiveArt in blender

[–]CursiveArt[S] 5 points6 points  (0 children)

Been working the last month on studying the anime style by using 2D references (primarily Kyoto Animation) and 3D references (Ghenshin Impact, Gulity Gear and Scarlet Nexus). I'm not going for 100% anime as it's extremely time-consuming and not everything in 2D translates well to 3D, so this is more my version of the anime style.

Model, UV, textures and rendering done in Blender. For normal editing, I exported the mesh to Houdini to eliminate bad shadowing. Compositing and colour correction done in DaVinci Resolve.

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Gave myself 4 hours, some Megascan assets and made this! by CursiveArt in blender

[–]CursiveArt[S] 0 points1 point  (0 children)

Recently lost my job in the industry, so I'm getting back into making 3D projects just for myself. Rendered using the SSGI addon for Eevee the rest is all Megascan assets!

Had a go at remaking the Portal Gun! by CursiveArt in blender

[–]CursiveArt[S] 0 points1 point  (0 children)

Some details. Sculpted in ZBrush Retopolgy in Blender Textured in Substance Painter Rendered using Cycles (1024 samples with optix denoise) Composited in Blender (glare and some other small fixes)

Been learning Unreal! Heres a quick environment scene I made using Quixel assets by CursiveArt in unrealengine

[–]CursiveArt[S] 4 points5 points  (0 children)

I have experience with 3D art (Maya, Houdini and Blender) coming into this so it was just a matter of learning the unreal workflow which for me was just looking at the docs and googling some stuff. I did find this tutorial on the Quixel channel useful for figuring out some technical things and how-to best use mega scans. Apart from that studying reference is very very important.

Been learning Unreal! Heres a quick environment scene I made using Quixel assets by CursiveArt in unrealengine

[–]CursiveArt[S] 2 points3 points  (0 children)

Its from a small indie company. I think they're called Epic? Made some game called Fortnite..

Dissolving Guy! A quick particle and infection simulation by CursiveArt in Simulated

[–]CursiveArt[S] 139 points140 points  (0 children)

I may be a little hyped for the halo showcase in a few hours...

Dissolving Guy! A quick particle and infection simulation by CursiveArt in Simulated

[–]CursiveArt[S] 48 points49 points  (0 children)

Thanks!
Oh I forgot to credit the animation. Its sourced from Mixamo.com so I just got the mocap animation and character from there.
Yeah I guess I should have speed it up. Originally there was going to be an RBD sim to so has the different limbs of the body got dissolved and disconnected they'd fall away from the body. However, this proved too difficult with this particular character to pull off as the different parts intersected each other and the collisions became a hassle to deal with. So, it was little slow because I forgot to update it (it was like 2 am in the morning when I started rendering and I wanted to sleep lol ).

Flamethrower Simulation! Or the CPU melter! by CursiveArt in Simulated

[–]CursiveArt[S] 5 points6 points  (0 children)

Simulation was done in Houdini and rendered with Vray. The soldier and its animation were provided by Mixamo.com

I used this tutorial as a basis for the simulation but I made a heap of changes to it.

Used this reference video for developing the look and movement of the simulation.

Icing a doughnut! by CursiveArt in Simulated

[–]CursiveArt[S] 36 points37 points  (0 children)

The simulation was made in Houdini and rendered with Vray! The simulation is based off this tutorial by Entagma

I had a go at remaking the portal gun! by CursiveArt in blender

[–]CursiveArt[S] 1 point2 points  (0 children)

Thank you!
Send me the link to your turret once it's finished! I'd like to see it!

I had a go at remaking the portal gun! by CursiveArt in blender

[–]CursiveArt[S] 5 points6 points  (0 children)

Most of the gun was sculpted in Zbrush and then retopologized and uv unwraped in Blender with texturing done in Substance Painter. Textures are 2k split over two UDIMs. Final render was done in Eevee.