Motoko Kusanagi
Half a year of my work and my most detailed yet. Still working on it. Endless thanks to Conejo Loco, I couldn't made this model without him.
Sketchfab link: https://t.co/1Ilm6Rm9uW
Reference art: https://t.co/0Z5j2tmGok
#GITS#fanart#3Dfanart#blender
@PlayStation Closed down successful studios, released PS5 at an overprice (disc drive sold separately), made digital purchases license-based, effectively taking away your purchased games, closing down the PS3 and PS Vita stores, and now they're taking away physical copies from you too
„It’s complicated“
I pay you money. I get something in return.
I’m sorry for having such a wild expectation as not being stolen from.
Fun fact: even the EU Commission itself has pointed out that we are not asking for anything that infringes IP law.
And if we were — 1.4 million Europeans, and millions more worldwide, are asking you to do something about it anyway. Remind us: who’s the sovereign again?
We spoke with Mani Salguero about the workflow behind his first Blender project, a stylized 3D portrait of Serie from Frieren, and his exploration of a digital-painting approach.
"It was my first time using the software, so I wanted to take what I already knew from programs like Maya and translate it over. Usually, my tests in Maya focus heavily on custom shading, but in this case, I wanted to lean into a digital painting approach, concentrating on how the paint strokes look and, above all, experimenting with tools like Grease Pencil.
Form and silhouette are crucial in 3D modeling, so my priority was ensuring the sculpt felt cohesive from every angle. Since it's a 3D model designed to feel purely 2D, the back of the head was definitely a tricky area to get right. Changing the proportions too drastically caused it to lose the appeal of the front view."
Learn how he achieved a distinctly 2D look: https://t.co/EsA18n0qSP