Might I inquire how you did the figma-esque shading for your Evangelion renders?
Can’t remember the exact process but these are the layers. Just a few photoshop filters and color corrections.
Jules of Nature
Cosmic Funnies
Sade Olutola
i don't do bad sauce passes

Origami Around
$LAYYYTER
Sweet Seals For You, Always

JBB: An Artblog!
Alisa U Zemlji Chuda
noise dept.
2025 on Tumblr: Trends That Defined the Year

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YOU ARE THE REASON
AnasAbdin
Peter Solarz

Product Placement
trying on a metaphor
Show & Tell
hello vonnie

★

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@mellowtama
Might I inquire how you did the figma-esque shading for your Evangelion renders?
Can’t remember the exact process but these are the layers. Just a few photoshop filters and color corrections.
Chris Marker
- Description of a Struggle / Description d'un combat
(1960)
same, aram.
inspired by a true story
Working on some particle fireworks today.
Character sheet for The Seeker character.
XGen Fur in RenderMan
Replacing greybox assets with final models.
Some thumbnail silhouettes for the Scholar character.
Working out linear workflows in Renderman. Gets a bit confusing now because some tools automate this and others don’t so it takes a few tries to get things looking right.
A few fire plate tests for the Fire Safety video.
A fun little instagram video I put together while working over at Blue VFX!
Some quick look dev for the windows in the ballroom. Made the two rendered windows slightly different so I could get an idea of how each looked. May still work on the general shape and scale some. Trying to find something that will satisfy my need for stained glass while still having the readable reflections and sky that I want. I should probably use more strict perspective lines in the future!
Floor plans for “The Ballroom”. The first is the untouched version (pre-transformation) and the second is what I’d like it to look like after the room is transformed. Most of the major changes are on the Left side where orderly bookshelves are replaced with a more forest-like terrain with a clear path through.
The above method requires some composting with the MentalRay render, but they are so cheap it may be worth it!
Alternatively, I got a great tip from the RM forums about using “$F4″ to replace the file number in the file name string. This tells Maya to use 4 frame padding to read through the sequence over time. Nice to have some options for the final render.
Trying to get some animated caustics working in RenderMan. The left is a MentalRay render where the color attribute of a spotlight is being driven by my caustic image sequence. On the right is a similar effect I got using RenderMan LightBlockers, but the Gobo attribute only takes stills and not an image sequence!
Hopefully there’s an easy solution and I don’t need to take the time rendering true caustics.
Starting a few tests with RenderMan RIS. Really liking the look and materials but that sampling is a render killer!
Made my way through this video series from PixelBump today. While both RenderMan and Arnold are both powerful engines, I think that RM has more of the features and look that I’m going for. This also made it easier to understand the difference between the REYS and the RIS engines.
Interesting to see the differences in exactly what types of things each can render. Luckily RIS will render my nParticles, but it looks like any smoke will need to be done either through REYS or (more likely) Krakatoa.