#beginners welcome
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lvlup-levizine · 4 months ago
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🧡JOIN OUR LEVIATHAN ZINE PROJECT! CREATORS OF ALL SKILL AND EXPERIENCE LEVELS WELCOME!🧡
Our mods put together this comic to explain what we're doing and demonstrate the collaborative opportunities that arise in fanzine communities.
Written by @aspiringtrashpanda
PART 1 by @shootingstarrfish
PART 2 by @4laurus
PART 3 by @foolych
PLEASE FILL OUT THIS FORM BY SATURDAY JULY 27TH TO JOIN THE PROJECT. Visit our carrd for more information and FAQ.
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jesterxgirl · 11 months ago
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If you've ever wanted to play Cyberpunk RED, but don't have a group to play with, my husband is running a free Cyberpunk RED boot camp next week. He's running 2 sessions a day from January 15, 2024 to January 22, 2024 (he's crazy, but I love him)
They're free if you're free! Beginners welcome and encouraged
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originalartblog · 7 months ago
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"Nawy what do you MEAN quick-ish 3D render it's got scratches and everything and I thought this was real for a minute!!"
Well, first, thank you very much that was the intention ❤, and second, you see, all speed is relative, and between finding my references, modeling, texturing and lighting, on top of having to learn how to make convincing gems, it still took me quite a few hours. I, however, cut corners everywhere for speed, and I wouldn't put this piece in a portfolio in its current state.
But! for the curious, I thought I could do a simple breakdown of how the witchcraft happens, without using too much specialized language to make it more accessible. In short,
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In this case, I’m talking about a 3D model that was textured (colours and stuff) and then lit (lights on!) to make a pretty final picture. The objective is not to make a tutorial, but to put in simple terms what a 3D artist does to make something go from this, to that:
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(people curious and/or trying to see if this interests them welcome)
I'm skipping the 3D modeling part altogether, since it isn't where most of the magic happens here. Just know that to be able to add colour and stuff on a 3D object, you have to go through the process or "unwrapping" it, which is like doing those foldable cubes in reverse
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and then we can draw on it!!
Now, the good stuff:
Surfaces (metal, plastic, fabric, wood, skin, etc.) have different looks that make you able to differentiate them on sight. To make something look realistic, you have to try to replicate real life into the 3D world (duh.)
The software developers took care of the hard part (math and coding), so as artists we can play with the parameters available to make something pretty. What those parameters are depend on which "recipe" we're using. One of the most common "recipes" for realistic results is called PBR: Physically Based Rendering, named that way because it's trying to replicate real-life light physics. In this case, the 4 basic parameters are called albedo, roughness, metalness, and normal.
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Albedo is the base colour of the surface (easy stuff). Roughness is to determine if a surface is rough or shiny. Metalness is to say if something is made out of metal or not. The normal is there to add all those tiny details you don't want to or can't sculpt on your 3D model (engravings, fabric bumps, etc.)
The roughness and metalness are black and white images because the information you're giving to the software is black = no and white = yes. It's easier to understand in the metalness image, where everything that is NOT a metal is black, and everything that IS a metal is white.
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The normal is a bit more complex, but in short, it uses the colours green and red to know what is up/down or left/right, and will help the software fake relief on top of the model. You don't make it by hand; it's computer-generated from other stuff I'm not getting into.
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With the technical stuff out of the way, we can actually use these. There are specialized softwares that will let you preview the results of each parameter in real time, so you can see what you're doing easily. This is what I have.
That software comes with some types of surfaces that are already set up, like the fabric in my piece, which was already 85% good for me straight out of the box. Then, it's up to me to use the tools available to decide how shiny a surface is, if there's dust or scratches and where, what colours things are, if there's metal parts, etc. That's where you can see a 3D artist's skills.
And finally, you bring it all together into a specialized software that can render 3D stuff and use those images on the corresponsing parameters, and then light the scene.
Because it all comes down to this: the light! For something realistic, light is vital to get right. You can pour your heart and soul into those tiny scratches, but if you don't light the scene correctly, well...
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So we carefully light the scene to get some nice highlights to make the textures look good and highlight our subject (it's basically a photography studio inside a computer)
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And then we add some camera effects...
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and voilà! pretty picture!!
... and if you somehow did notice something different with the bolo tie from my last post, I did find out while taking all these screenshots that I messed up my initial renders in a way that made everything darker than it was supposed to be and that's why my gold looked so muddy...
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I hope this was interesting and that you learned a thing or two!
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kuhli-mahou · 2 months ago
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uh. anyone have resources on beginner witchcraft? i just realized ive never actually gotten the chance to study the barebones stuff and launched into the quote unquote "crazy stuff" right away ^_^'
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bookshelf-in-progress · 4 months ago
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Now that I know more about writing, I'm upset at all the writing advice that urged new writers to find the one best way to write stories, when they should be telling us to play with writing techniques like toys.
Don't tell us to avoid certain points of view! Don't box us into the one currently popular prose style! Let us play and see what effects different techniques achieve, so we can learn the best ways to make use of them! Give us a whole ton of possibility instead of one cookie-cutter template!
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blumin-onion · 6 months ago
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Daily Doodle Day 270
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<- Day 269 | All Days | Day 271 ->
Pinned him like a bug
Character is Wally From Welcome Home made by @partycoffin
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ravenbrooks · 21 days ago
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Happy Halloween 🎃
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through-new-eyes · 7 days ago
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shot on a nikon coolpix p80, unedited
15/11/24
 📍 rhs garden wisley, surrey
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missrommydolly · 4 months ago
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This same day one year ago i discovered welcome home. Today its my anniversary with wally! I cannot put into words how much i love welcome home and how much it inspired me to keep creating art. Its a lovely comfort project for me <3
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I love wally and all the other incredible neighbors, i cannot wait to see what they do next :)
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glitter-alienz · 1 year ago
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i was testing the new animation feature on ibis paint, big struggle tbh but waaaayyy easier than flipaclip
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baby donnie doing a belp and older donnie getting startled by mikey
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toiko-dd · 2 years ago
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Howdy, take care in the apples zone, Wally is going crazy
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rain-nap-draw · 3 months ago
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Doodling today :) Used a reference for shart pose
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stvtictvlking · 9 days ago
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Can someone give me constructive criticism on shading I’m lowkey just going in blind
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catgamer3122 · 7 months ago
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TOS Women 🔛🔝🛐
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ziigwa · 3 months ago
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Ryo Asuka :3
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haii this is my first post, so why not post my digital art that i gave up on!! I love devilman crybaby and tokyo revengers and many other animes. intro post coming soon ��️
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App: Ibis Paint X, unfortunately i am a phone + finger artist… my values suck balls but we thuggin it out n growin.🔥🔥
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sincerityisscarity · 8 months ago
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Love is stored in the frog.
More of my art!
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