Tag Archives: gimp

Backgrounds paralax-like

My goal is to make 3D backgrounds that feel 2D. I think I should make them by using distinctly 2d textures and overlay them on 3D models.  But before that I think I have to cheat a little bit. So I tried to copy the paralax effect.

I made the following sketch and added values. Just to see some more depth.

25 D test1

Next I made a sort of roadmap. I’m not very good at organizing my work after I started. So good preperations are always important.

In the pictures you can see the different layers. 1 is near to the viewer, and 7 far away. After that I just started to draw the entire piece, keeping the different layers in mind.  I tried to mimmick Moesbius’s ‘ shapelanguage’ . But in the end I want my work to resemble Kazuo Oga’s coloruse/lighting.

The next step was to tweak the colors and values to make a bigger distinction between the different layers. 25 D test

After that I decided to change the color of the moon and ad shadows. I just added an extra layer to all the existing layers, setting the transparancy to 30 and painted the shadows in black.

25 D test4

Below you can see the different layers.

 

And finally a short animation in Blender. But somehow I could not get the ratio of the camera to change. I wanted to get a more vertical composition. Just like my drawings above. But I didn’t succeed in doing so. If you know how to alter the framesize…please let me know.

You  can see this is made with the pre-shaded layers.

Enjoy

Blender test week four (NSFW?)

I think I shouldn’t just put my successes online. But also my failures. Only then can I learn….at least that’s the plan.

I continued where I left off last week. The face needs a body. Oh a heads up. Maybe this is a little bit NSFW. There will be a naked lady. 3D model, yes, but naked non the less.

seighti sitting

As you can see I draw most of my characters from the front, back or from the side. Just like Seighty here. She sits, I draw her from the side.

Because this is easiest. No foreshortening. No weird or difficult perspectives. Just ‘straight forward’, and a little bit boring. Characters seem even more 2D when drawn in this fashion.

Especially when storyboarding an action scene you want to be able to position your hero, or heroine in a dynamic pose. And I’m not a good enough artist to do that successfully.

So the point was to make a model I can manipulate in Blender for the harder positions and camera angles. And maybe rotoscope, or use as reference material.  I started out by drawing a turnaround again. Always start with turnarounds. Front, side and back. This time everything was drawn on the same sheet so there would not be a scale issue.

refpage5

As usual  the character is 7.5 heads tall. I measure my characters in heads. That works the best for me.

The only problem I encountered with this is that you only have 2 of the 3 axes. You have X and Y. But no Z. This means the round shapes are a bit tricky. I noticed when modeling her backside. From the front, back and side the character looked ok. But viewed in 3quarters. She looked like…euh…a bad drawing.

Oh, by the way. What works in 2D doesn’t necessarily work in 3D. In the turnaround her upper body, or breasts, seem normal. After modeling the character, this area was just too much. But you only notice after a while. When working on a detail you tend to overlook the bigger picture.

Here you can see the character as it is right now. I’m still not fully happy with the result. Please don’t mind her shoes too much…or socks. They look more like socks. I kinda lost focus there. I also got a little bit discouraged by her arms. They just didn’t look right. Also her head was an issue. I have rescaled that noggin for at least 10 times.

Just As proof. I did think about her shoes. Sporty army shoes. shoes2

But her shoes just wouldn’t do. And I’m starting to think I went a little overboard with this little exercise. Every day after work I would eat and spent at least 2 hours following tutorials. But my intention was not to make a realistic character. My goal was to make a template for me to use as reference material. A poseable character. Which reminds me; I also rigged the model.

The rig was fairly simple. Even the weightpainting seemed pretty logical. But somehow I kept messing up some of her joints. Instead of compressing the polygons they started to overlap. You can see it in my pictures…the red circles. Well I still have a long way to go…But not right now. I’m going to focus a little bit more on my initial idea. And draw the backgrounds with Blender. And animate the character by hand, with maybe some help of a 3D blender model.

blender test 10

As a proof of concept I made this T-pose in GIMP. I wanted to see what a rotoscoped Seighty could look like. There is something I forgot when making this model. An organic character doesn’t need to be exactly the same shape every time. Drawing inconsistencies give the animation ‘character’.

But to end on a high note…I do think the image has potential…but just not yet. Hope you enjoy!

Blender test

OK last time I made some buildings in Sketchup, but I wanted to have more detail. So I decided to use a proper 3d-manipulation program…and…..since I don’t have any experience working in Blender I did a tutorial online. A very good one at that.  A beginner’s tutorial made by BlenderGuru. A nine part tutorial in which you learn how to make a still life: donuts on a plate.

donut tutorial

Of course the subject has nothing to do with the S8i story. This was just a way to learn about blender; the User interface, shortcuts etc. etc. The tutorial focused on a photo-realistic render.

But photrealism is not really what I am going for. My goal is to make the backgrounds with blender, but still using hand drawn textures. The overall feel should remain that of a cell animated feature. I want the backgrounds to be reminiscent of the work of: Kazuo Oga (the man is a genius!) and of Jean-Leon Gerome (another genius!)

I’m still in doubt: should I make the characters in 3d or keep them 2d.

Like you see in my (GIIMP) sketch below I work with gradients, shadows, highlights and rim lights. This is possible in cgi (3d). But not as much in 2d animation. I really want to make an animation that remotely looks like this sketch. And I should find out what mix of 2d and 3d would be best.  The sketch is made for a prologue. More on that next time.

uniform try 2

OH……..I noticed I need a new computer.  My computer takes almost 5 minutes to render just one frame (the one with the donut).