Stylized crystal over mossy rocks.
A simple stylized crystal made using procedural materials. I made use of geometry nodes to create the outlines and used the paint filter from blender's compositor the add the final look.
A simple stylized crystal made using procedural materials. I made use of geometry nodes to create the outlines and used the paint filter from blender's compositor the add the final look.
I felt like posting something, but I did not have any scenes ready to go. So I dug up this old piece and played around with a procedural shader/texture on it to give it an old, decayed bone look.
Stylized landscape for my personal project, no idea when I will finish it though.
"A group travels via carriage, through a graveyard for a long dead dragon. It's flayed wing membrane flows int he wind with a rushing waterfall created in the crater of it's demise. The area is desolate compared to its lush surroundings."
I swapped the model to a basic geometry so I could interpret the poses with more clarity, cleaning up the foot IK mostly. I also made some adjustments, more squash and stretch changed the timing of the first swing.
I made this little side project as a distraction from my animation woes.
If you are looking for how this was made check out the two links below, it was a combination of both these vids.
I tried redoing this animation again, I experimented with adding some closer camera angles.
My last animation was not well received so I went with something else, using the same model but simpler. Just a few attack animations.
Trying out my animation skills, any feedback is appreciated. Of course I am hoping to add this to my portfolio.
I decided I was not fully happy with this 3d character I made a while so I reworked some parts of the character. Mostly new textures, new face and changes a few parts of the model.
Made in blender, rendered in Eevee.
Stylized NPR dice using some 2d textures in Eevee.