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Published: 2016-01-03 21:24:06 +0000 UTC; Views: 4331; Favourites: 56; Downloads: 12
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Description
Cartoon commission done in Blender 2.76 forFreestyle renderer and Spritify addons used for this.
Reference sheet based uponΒ fav.me/d96vk3o
The whole creation process was streamed online,
so feel free to follow meΒ picarto.tv/DreadKnight
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Comments: 18
Tjeb [2016-01-04 09:33:00 +0000 UTC]
Nice. But is the cartoonish look a result from the 'Spritify' add-on or Freestyle? I just found out about this add-on, you also need ImageMagick, but I do not yet understand what version.
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DreadKnight666 In reply to Tjeb [2016-01-04 14:50:59 +0000 UTC]
Spritify is for the gif, Freestyle for the cartoonish look itself
I'm on linux so I just go with the ImageMagick from the repo.
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Tjeb In reply to DreadKnight666 [2016-01-04 23:04:26 +0000 UTC]
Thanks. In that case I don't think I need the add-on. I can make animated gifs in Gimp.
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DreadKnight666 In reply to Tjeb [2016-01-04 23:07:21 +0000 UTC]
Indeed, but it's way more convenient with the Spritify addon to be honest as you only need to mark a checkbox
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Ryivhnn [2016-01-04 00:06:02 +0000 UTC]
I love Freestyle renders XD I alsolove the fact you did shoelaces.Β Nice work
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DreadKnight666 In reply to Ryivhnn [2016-01-04 00:12:26 +0000 UTC]
Me too! But I don't get to see too many, they're rather rare. Thank you ^_^
The laces were fun and even a few more compared to the artwork based upon.
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Ryivhnn In reply to DreadKnight666 [2016-01-04 06:59:57 +0000 UTC]
Are they particularly difficult to do? I've played around with Freestyle outlining for laughs while doing test renders (all that grey gets boring after a while ) but never looked at it seriously.Β Or maybe we all just get caught up in nodetrees XD
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DreadKnight666 In reply to Ryivhnn [2016-01-04 15:00:46 +0000 UTC]
They're quite time consuming to make and when it comes to Freestyle,
sometimes the result is not as expected so you need to do a lot of cheating.
Once I even corrected the outlines by hand frame by frame, it was killer xD
I barely use the node trees when it comes to doing 3d stuff in blender.
For now I spend the better part of the day to make a character, so it's not
quite time efficient, a graphic artist should earn about 10$/hour but I live
all alone and don't have any income and money in getting short, so I must
do something and not get into debts and of course, avoid starvation, sigh.
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Ryivhnn In reply to DreadKnight666 [2016-01-05 01:06:18 +0000 UTC]
Oh man that frame by frame editing would do my head in, that's serious dedication XD I admit to abusing the node trees quite a bit, though still learning what the nodes do so they're not as crazy or extensive as some of the ones I've seen on my travels.
Good luck with your money situation!
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DreadKnight666 In reply to Ryivhnn [2016-01-05 14:24:40 +0000 UTC]
I know to use the nodes a bit, but I usually avoid to. Only had a few situations with no way around.
What do you usually use them for btw?
Seen crazy setups with dozens of nodes that looked scary even if well organized with collapses groups and such.
Thanks, pressure builds diamonds I guess xD
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Ryivhnn In reply to DreadKnight666 [2016-01-06 01:59:24 +0000 UTC]
Pretty much everything, I tend to make a lot of procedural textures because I hate UV mapping XD Still learning with Blender so haven't produced anything brilliant.Β I recently acquired 3d Coat and have been generally avoiding scrutinising the automatically generated UV maps too closely (so many islands -_-) so will probably be painting a bit more now.
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DreadKnight666 In reply to Ryivhnn [2016-01-06 16:56:20 +0000 UTC]
Understood, I have UV mapping (unwrapping) as well with a passion. Good thing that for my cartoonish style I can 99% avoid it.
3d Coat is pretty cool, one of the former blender developers was hired to work on it. Actually Blender can do that automatic unwrap as well,
but the downside to it is the super messy result, like you said. But hey, it works fine if you can texture the model in the 3d view or with projections.
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Ryivhnn In reply to DreadKnight666 [2016-01-06 23:58:48 +0000 UTC]
Blender texture painting is really basic so I was only using it to put down fur/feather colour/patterns.Β What I have done previously when I needed texture maps was manual unwrap, basic paint in Blender so I have some idea what I'm doing and then into Krita or Gimp for actual painting.Β It was horrible, I'm not oldschool enough like the people who seem to think that that's how it should be done all the time XD
I noticed when I'm doing stuff that there's options to set Freestyle faces and edges, do you use that or does your stuff just magically look good when you tick the Freestyle outline box?
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