So a while ago I came up with a new workflow taking advantage of Blender to speed up my drawing process. Used a character I need to work on for my series for it.
Cranked this out in 5 hours? It's not super feasible for commissions but it's great for characters I'm going to be drawing a lot of.
Cranked this out in 5 hours? It's not super feasible for commissions but it's great for characters I'm going to be drawing a lot of.
Category Artwork (Digital) / Fantasy
Species Squirrel
Size 582 x 429px
File Size 88.7 kB
Listed in Folders
The actual process is that I take complicated parts of the character that are going to be used at different angles (in this case, Tatiana's Head, Boobs, Sword and Tail), and make really scuffed 3D models of those parts of the character.
Shader settings help me render them out in a way that I can incorporate them into my drawing process without too much fuss. (Like it lets me skip trying to shade the hair, or fret too much about outline work on the tail, but I shade her top myself, fix the shading on her tail, and go over any egregious errors by hand.)
From there I sketch out whatever animation I need, than animate the individual parts, separated individually into different folders, and work them in as I go.
You could get a similar effect from just animating a full 3D model, and rotoscoping over it, but I can't wrap my head around posing things in a 3D space - so this is easier for me.
Shader settings help me render them out in a way that I can incorporate them into my drawing process without too much fuss. (Like it lets me skip trying to shade the hair, or fret too much about outline work on the tail, but I shade her top myself, fix the shading on her tail, and go over any egregious errors by hand.)
From there I sketch out whatever animation I need, than animate the individual parts, separated individually into different folders, and work them in as I go.
You could get a similar effect from just animating a full 3D model, and rotoscoping over it, but I can't wrap my head around posing things in a 3D space - so this is easier for me.
https://www.dropbox.com/s/gxm1i17n8.....utros.png?dl=0
Example screenshot of the parts for another character, Butros. I'm still experimenting with stuff like torso shapes, but I find the large cyan blocks help me figure out how his shoulders fit into things when I get to the drawing phase.
Example screenshot of the parts for another character, Butros. I'm still experimenting with stuff like torso shapes, but I find the large cyan blocks help me figure out how his shoulders fit into things when I get to the drawing phase.
Assuming the context of a game or fight animation, perhaps she could have extra "settle jiggle" animation frames when returning to idle, but she can "cancel" out of it early with the timing used here. Like how most fighting games have "recovery" animation after attacks, but they can be interrupted with any input, if that makes sense.
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