little meow meow

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ellievsbear

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DEAR READER
Stranger Things

Discoholic 🪩
h

JBB: An Artblog!
Alisa U Zemlji Chuda

Andulka
Today's Document
"I'm Dorothy Gale from Kansas"
PUT YOUR BEARD IN MY MOUTH
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noise dept.
RMH
🪼

oozey mess
Xuebing Du
Misplaced Lens Cap

seen from Singapore
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seen from Argentina

seen from India

seen from Japan

seen from Canada
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seen from T1

seen from United States
seen from Singapore

seen from Algeria
seen from United States

seen from Germany
seen from United States
seen from United States
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seen from United States
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@killjoy-kid
little meow meow
Spiny Lobster Dragon
Like everyone, I’ve been waiting patiently for years for the release of Kingdom Hearts 3. And now its only a day away! I always wanted chocobos to be incorporated into one of the worlds ( would have been cool in Hollow Bastion/ Radiant Garden)
What Disney world are you looking forward to exploring in KH 3? I can’t wait to explore their take on Tangled!~
It’s been 6 years since I released my first youtube video on drawing loomis heads and now I think it’s time for a little recap and to give you some new info on it. In this video, I’ll do a few quicksketch studies of the average loomis head from different angles.
Parts 2 and 3 will show you how to use a Loomis Head to fit any head type and an intuitive approach.
althought I wanted to finish these while it was winter , it’s still snowing here so here, some warmly dressed folks!
IG: @styledbykhilton
Photography: @lamesinyoset
this is really frickin neato
Was too fun to make.
For my followers to reference:
do your research and go wild
Holy shit this is seriously fantastic!!!
Dude… there’s highlights and shadows of each color too?? BLESS YOUR SOUL!
This is amazing for d&d character’s when creating literally any race.
The Rope curve brush tutorial is ready! Go to the #ZBGs and check it out. #tutorial #ZBrush4R8 #zbrush #brushes #tumblr http://ift.tt/2FFw32U
An easier way to light your models
Tips on Drawing Hands Tutorial
Hope this is helpful!
DeviantArt
Hand drawing tutorial
do you have any tips on 3d hand topology? sorry if this has been asked before ... everything else i can find is kinda Vague and Confusing ... -w-
Hands are probably going to be the most deforming thing on your mesh so it’s important to have geometry that facilitates deformation there. If you can think about the proper topology that certain joints and bends are going to have then all you really have to think of is modeling the topology that bridges these joints. The wrist finger and palm are expected to bend and deform in generally the same radial way while the palm is kinda just a soft blob that is going to be absorbing the tensions for the thumb’s two axis of radial movement from the wrist. Here’s a gif I made showing how different geometries facilitate certain deformations. The middle one is the one that I use probably the most for knees and elbows.
For fingers I also use a variation of the middle topology to really give the knuckles of the finger that volume feel at the cost of pinching on the other side. But this is safe to do with fingers since if the fingers are clenching that you probably aren’t looking at that side of the fingers anyways. It also really depends on what kind of style that you’re going for and if you are doing subdivision modeling. This puts most of the stretching on the outer knuckle(so if there was a texture there it would appropriately stretch and compress just like in real life) and the pinching happens on the inner knuckle(which is mostly unseen).
This is the same hand topology I used for my Corfagrigus model(four hands!). The fingers were mostly bending inwards so I used the topology of the above gif which put all the major stretching and deformation on the outer knuckle of the joint to maintain a silhouette.
And for Apsis’s monster-claws as well give special attention to the outer deformations with the same facilitating “Y” shaped topology and facilitates with the stretching that would occur if her fists were to be fully clenched. Though it seems the topology is hidden in the “knuckle-spikes” details, the topology is actually there.
Also a peek at the knees which use the middle option of the first gif which contain all the major stretching/compression and deformation to only happen behind the knees.
Here’s a hand I made for a commission I’m working on right now. This is subdivision modeled and is stylized with attention to the silhouette so when it isn’t smoothed it looks a lot more bloated and silly than it actually is but the simplified topology is still there.
The nature of subdivided surfaces allow you to do all sorts of facilitating topology tricks and can handle stretching and pinching much better due to the nature of implicit surfaces. A lot of the time it even works in your favor and appears to simulate actually deforming flesh or clothing.
As an example of this here’s a variation of the middle option with an added loop to collapse into which adds the pinching effect while the triangle-shaped 4-sided polygons on either side of it somewhat “contain” the pinching to only happen there.
Here’s the topology above flattened out so you can see that the two quads on either side of this added loop are encompassing the compression happening at that loop.
And finally here is that hand smoothened.
This is a stylized render so there’s no details on the knuckles but I have enough geometry there to support the deformations that will happen should any of the fingers clench. The palm has an extra loop that wraps around to the top of the hand to support any swivelling that the thumb might do and “contain” any deformations it would do to the rest of the hand. Same goes for the “webbing” between the fingers.
So I guess the main tip is to try and facilitate the anticipated deformations of your joints and to try and “contain” deformation movement as much as possible within your topology so you can work with the changes in volume and shape. Then most of the rest of your geometry is mostly linking the surfaces between these joints. Model it’s movement.
This is my... third? real attempt at a stylized face sculpt, and I’m pretty pleased with how its coming along. This character is supposed to be in her late 30′s, and i’m not sure how well I’ve communicated her age- if I need to, hopefully I can add a bit more detail and info during the poly painting stage bc right now I’m calling her face done so I can move on to the rest of the sculpt.
feedback always appreciated!
COMMISSIONS OPEN! Has been only like 90 years but it is actually happening.
For more information please read this document!
(Thanks Rachel!)
Pixar’s 22 Rules for Writing