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@cameron-forsyth
Latest independent work.
I draw this character a lot here so much so that I would look into other official artists renditions of her (strongest artists I’ve seen drawing her being Mahaya, Haimura and Chuuya), she’s described as looking like a model and is one of the characters with a overall strong aura/presence so it’s a joy to draw her. I think I made a few mistakes early on and I wish I could add a bit more character to some of my drawings of her; but what can ya do. and yes she doesn’t have a hand; those things are a pain to draw; especially when I already realised half the piece would likely be cut out. The main focus here was to improve how I develop the values and colours; I feel I did a pretty good job but also feel the picture was a bit too tense, too many creases and layers of volume being illustrated; which is why I ended up cutting away most of the lower torso and added a lot more negative space for the final composition. I’ll definitely be drawing Mugino again in the future. Well I don’t have to explain myself; I like this character and I like to draw, so I drew her.
For those of you who don’t know I don’t draw this all by hand or manually pick the colours out; a lot of my colouring is done by creating a strong set of black/white values and then using several blending options and colours over each other to create the effect, the process is very long and arduous but works very effectively; thing the filming process and how those will layer over several versions of the same footage over the original to balance the exposure and make the footage generally more aesthetically pleasing. I used to create pieces that had about 60 layers over each other just so I could be satisfied with the colours; but now i’ve reduced the layer number for this quite a bit, or at least I have with this version. It still is a bit much and can take a while before i’m happy with the colours, this is a bit of carry over from my experience colouring illustrations from artists i’m a fan of, I recently did another quick Mugino fan colouring a while back and it seems relevant to the methodology i’m using. What exactly is that methodology? Taking layers of shadows, line art and values that I made when constructing the foundation of the piece and mixing them ontop of each other using several layer masks and blending options to apply fine mixing and additional tones where ever I want them. You’ll need to experiment with blending layers a bit to know exactly what each one does to know how to use them effectively. I also use the photoshop cutout filter every now and then to mix things up or simplify the values.
Stage Illustration, Blending colours I draw this character a lot here so much so that I would look into other official artists renditions of her (strongest artists I've seen drawing her being Mahaya, Haimura and Chuuya), she's described as looking like a model and is one of the characters with a overall strong aura/presence so it's a joy to draw her.
Now I have to hurry and put all the good recent stuff up, hawawawawa
Index III facebook banner, the key visual for Index III wasn’t very suitable for a banner, so I ripped material from the main site and put them in this.
Several drafts I had the guys go over to see if they had a preference before developing the design. NEXT.
I made a Buisness card design, looks cool right? Damn right it is, all of this done with Blender and Photoshop with a glossy and indent version. NEXt
More Volunteer Facebook banners for a company called Fuck cancer, and i’m not fucking kidding. Did a small job using results from an experiment I was doing in blender with modifiers and got some interesting patterns and animations to work with; I do more with this later. These just being the drafts with the final version not being utilised for whatever reason(probably not good enough shrugs*), there’s a bit of occlusion going on to make the overlapping forms seem much more pronounced and honestly beautiful.
Shout outs to my Pal ACR and my work for him and is thumbnail templates and a youtube banner I did for him. I could post the template examples but then I think he’d appreciate it better if I post videos using the template instead, granted there are still a few versions that I’ve made but haven’t seen him use, namely another Hamazura one and examples of every character with every one of the 4 colours.
I’ve also been working on a comic called XIN, that’s taken up a lot of my time recently but has been the most fun.
STOP LOOKING AT MY WORK YOU GUYS Now I have to hurry and put all the good recent stuff up, hawawawawa Index III facebook banner, the key visual for Index III wasn't very suitable for a banner, so I ripped material from the main site and put them in this.
Chinese #Index fans are great; found a fancomic of #acertainmagicalindex #OT15 epilogue #ToaruMajutsunoIndex #魔法禁书目录
Hey guys; just got a sneak peek at Dengeki’s 25th Anniversary festival. October stream looking to be pretty hype. https://twitter.com/CameronSibylend/status/892896209714782208
This Year Dengeki Festival #Index #IndexIII #Index3 #とある魔術の禁書目録 #acertainmagicalindex #ToaruMajutsunoIndex #Dengeki #魔法禁书目录 @kazuma_miki2016 pic.twitter.com/4S8f7RlWVx
— cameron forsyth (@CameronSibylend)
August 2, 2017
Made great progress with my business card designs. The raised print and spot glass versions were rendered out in blender to simulate the properties of the print and illustrate what the final print will look like. #blender3d #blender #graphicdesign #businesscard #print #3dmodel #3dmodeling
Higher Quality of this Motion graphic I developed in Blender 3D than the one posted on my Twitter, Making a lot of progress with these animations, with my previous work being... I’ll expand on this in a blog post or something and give a basic rundown of how I did all this. Which I kinda already do for my previous Motion Graphic https://prospectiveillustrator.wordpress.com/2017/03/10/animation-production-process-studies/
Tried working with a new style for this #magentavalkyrie illustration. #illustration #digtalart #digitalillustration #hood #art #artwork #valuestudy #aaliyah #solarsolace #characterdesign #magenta #corpsegoddess
#blender3d #blender #3dmodel #3dmodeling #ambervalkyrie #mace #lance #rifle #sniperrifle #softmoore #softmoorecannon #combustion #combustioncannon explaining this weapon design is too difficult, so either look at the tags and figure it out or imagine #acqua s weapon crossed over with a #tank and a #piston and a combustion #cannon and add in a #olympic #torch aesthetic and you have a really dumb design. Unless you are unfamiliar with the series #toarumajutsunoindex #toarukagakunorailgun #acertainmagicalindex then may God help you
Wow this illustration is old, like 3 months old. I completely forgot what I was trying to accomplish here, I think it was supposed to be creating a portrait. And also because I've never managed to draw a quality illustration for this character, ussually I'd just draw bellerophon(black haired cyan scared character) because her design is so basic that I can draw her so easily. So yeah this is the #ambervalkyrie or #chloe and she was designed for my game. I plan to finish her up for my portfolio and because I'd like for her to be the first character I put into my sprite based game. So I need to finish her and make the final adjustments. #valkyrie #solarsolace #femalefigure #femalefiguredrawing #lineart #sketch #portrait #rough #characterdesign #corpsegoddess
Dunno why I put this off for so long, guess I was busy with other things. #muginoshizuri #mugino is such a babe that she deserves better. So I made this to experiment with producing a neutral stance, well a stronger neutral stance than my last one. It's literally just me producing graphical assets for a sprite based game I'm developing. This method worked very well for animation snapping and holding by not for producing a detailed animation; that's where I would then work with 3D models to act as the ground work for an animation. Refer to my portfolio for more information as this site and animated posts are still beyond me. #acertainmagicalindex #toarumajutsunoindex #toarukagakunorailgun #item #femalefigure #femalefiguredrawing #digitalillustration
Continuing with the #muginoshizuri illustration I developed the form and produced the line art as well as mapped put the shadows, I moved her leg to make her more active and because the dress made her leg look like it was flexed unintentionally. This time I used two shadow values as opposed to just the one, as I enjoyed the effect from a certain photoshop filter where occasionally a second shadow value set is produced, which I plan on implementing into my game. I still need to put laser orbs around her though, otherwise she just looks like a genderbent #sherlockholmes #acertainmagicalindex #toarumajutsunoindex #toarukagakunorailgun #mugino #femalefigure #lineart #item
#muginoshizuri #mugino #toarumajutsunoindex #acertainmagicalindex #item #sketch #femalefigure #femalefiguredrawing been a while huh? I haven't actually been drawing much as of late as I've actually been animating sprites for a game I'm working on. Check my blog for details, so anyway; now I'm drawing mugino again, except this time I'm not using anime proportions. after my style testing figured should work more on generally realistic styles. So that's what i'm doing. This'll be worked on of course but this is the base form I'll be developing. Not too shabby.
betcha didn’t know that, well you probably knew from my last post on animation about 2 years ago, but that was 3D animation; and I haven’t posted anything animation related in a while. So I put this raw animation together, It’s supposed to be for a game I’m working on and right now I’m just experimenting with different animation methods and testing the waters in regards to how I would go about creating a Fighting game in blender game engine.
So I actually started this as part of a game I was developing, It would be a fighting game and utilise sprite based animation to accommodate my diverse skill set of 3D animation, 2D animation, Illustration, Graphic design, Character design and Game design. I first wanted to see how I would go about setting up a sprite in Blender; which is a very unconventional task but since I’m most familiar with Blender; it seemed like the best bet.
So here I experimented with using a 3D model I produced years ago to Map out positions and see how well I could translate the motion into a sprite animation, Honestly this went pretty terribly. took weeks to produce the animation and didn’t really look that good, but whatever I got an example sprite animation to work with; a basic idle animation for the character Itsuwa from To Aru Majutsu no Index/ or A Certain Magical Index, simply so then I could justify putting tags for a popular series. Plus I wanted to gauge how well individuals liked the Prospect of a fighting game based on a popular Japanese IP.
Although the weapon worked out very well, I liked the Line art that was generated and how the Lighting was calculated; made me figure that this would be great specifically for mapping out sprites of objects, It could theoretically still be used to map out a figure with greater consistency and quality like what was used for the modelled out spear. I would just need to create a greater quality human model, Which I’m already working on.
So here I did a basic set up for the sprite with 3 main layers: Base, Colour and Line-art/highlights. the Base is the Highest quality Image of the sprite with a grayscale colour profile compensating for the Slow down that would normally be caused by utilising High quality sprites, the next is a very low quality giff that is comprised of all the colours for the Sprite that are Multiplied over the Base image of the frame, I can change the colour by offsetting the frame but can’t seem to have the frames modified while in game. I will work on this. so yeah, as you can probably tell the three main pieces all have the same aspect ratio so they overlap and fit perfectly over each other regardless of the image quality and they all modify over one another very smoothly and performance seems very optimal in game, If necessary I can reduce the image quality of the sprite as it’s generally too big… Also the animation kind of sucks… so then I worked on a new Animation, so I can focus on actually producing something presentable rather than experimentation.
Sorry for the Shitty Quality
So yeah; It’s been a while since I drew this character, Original character I designed 3 years ago for a college course and have been really raring to get this girl animated, I’ll probably model out her armour and weapons in blender and utilise that option to represent her final sprite; Once I’ve redesigned her that is. So yeah I wanted a strong animation on here and I got one. I’ve come a long way since my first animation… well my first animation was using a flip book in junior school or something… whatever.
Go Home. or if you have any real technical questions about my methodology; just comment and I’ll answer for you.
(via https://www.youtube.com/watch?v=QbmHMalPyoY)
More Mai BS for me, this is basically as sub optimal as it gets (via https://www.youtube.com/watch?v=GqNlBgbbRVU)
Here you find me desperately trying to turn Mai into the new Yukari(via https://www.youtube.com/watch?v=Xw2eDxDa9k8)