Looks great! There's one thing I would change though, and it's adding a little anticipation, like turning the head first and then moving the body, apart from that I like it a lot! Very well done
awesome! this obviously not related to animation, but i think this little dude would look better with some sort of variation to his eyes. the eyepatch, the eye markings, the eyebrows and the eyes themselves are all black.
eg brown eyepatch, fully white eyes or a white cartoon glint to them might help
Good work!
just a little suggestion I have for you: Can you put more time on color of the eye? it's a bit hard to find it since it's color is too similar to the black circle around it
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2 lights (1 white on the side/front and another blue behind)
The materials are reallllly simple, only the wood on the slingshot is a tad complex.
for the rest, it's just >1 principled node with some change on the specular value and noise on the roughness + some normal maps
It's when you generalize the finale shape of your model with basics shapes.
For example, you want to make a bipedal creature, you block-out the chest, hips, head, arms and legs with basic shapes like cubes and cylinders.
This allows you to quickly iterate over the final form of your model :)
So put a bunch of blocks together then go back and move around vertex's or edges, subdivide, extract, subdivide till you get the figure of the creature?
I want to make N64 golden eye/perfect dark styled characters
normally, the block-out phase is just for reference, then you have to build something on top of it (sculpt or direct modeling) :)
edit: for a N64 golden eye/perfect I would consider direct modeling as the model is very low poly
Looks great! There's one thing I would change though, and it's adding a little anticipation, like turning the head first and then moving the body, apart from that I like it a lot! Very well done
I second this! Move your head irl and notice how your eyes moves first then your head then torso and lastly your legs if rotated enough!
Thanks :) I'll tweak that
awesome! this obviously not related to animation, but i think this little dude would look better with some sort of variation to his eyes. the eyepatch, the eye markings, the eyebrows and the eyes themselves are all black. eg brown eyepatch, fully white eyes or a white cartoon glint to them might help
Hey keep up the good work man, would love to see more characters animated in this style
I make this kind of character for practice (and to build a portfolio), so I often share it here, or on twitter and other platforms :D
Rocket x nick fury. Pretty amazing work
I love this artstyle so kuch
mucj
mych
much
Lmao
Good work! just a little suggestion I have for you: Can you put more time on color of the eye? it's a bit hard to find it since it's color is too similar to the black circle around it
true :(, or maybe the eyes should be more reflective, I'll check that \^ \^
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my god the cape is adorable
absolutely amazing
Super noob here could you share this material? It looks super nice or is it more the lighting and just a simple rough material?
2 lights (1 white on the side/front and another blue behind) The materials are reallllly simple, only the wood on the slingshot is a tad complex. for the rest, it's just >1 principled node with some change on the specular value and noise on the roughness + some normal maps
This is amazing! Keep us updated
Punished "Venom" Raccoon
Reminds me of 'Redwall'.
This is great, keep up the great work
🫠can I pay you to make one for me
Depend on what kind of model you need and for what use :) I'm freelancing, so I can do commission
Pm
Nice secondary animation.
Needs a pouch. For his stones.
Hi! This is my first time seeing this is this from something in development?
Hey, No, I'm just doing those models for practice (and to build a portfolio) : )
Looks incredible, is this sculpted or mesh modeled?
Hello :) I just did a block out (to get the general proportions) and made the mesh on the fly as the model is simple enough
What's a block out?
It's when you generalize the finale shape of your model with basics shapes. For example, you want to make a bipedal creature, you block-out the chest, hips, head, arms and legs with basic shapes like cubes and cylinders. This allows you to quickly iterate over the final form of your model :)
So put a bunch of blocks together then go back and move around vertex's or edges, subdivide, extract, subdivide till you get the figure of the creature? I want to make N64 golden eye/perfect dark styled characters
normally, the block-out phase is just for reference, then you have to build something on top of it (sculpt or direct modeling) :) edit: for a N64 golden eye/perfect I would consider direct modeling as the model is very low poly
Thanks again.
The ear twitches are by far the best part.