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Written by digitani
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Friday, 14 October 2011 15:27 |
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When attempting to create 3D renders that mimic the artistic style that is so typical in Japanese anime, there are many choices to make. The primary choice is whether to go the photorealistic path or the cel-shaded path, but this not as simple of a choice as it sounds. There are many options available for cel-shading as well as how you can combine cel-shading and photorealism. I have created some comparison renders in Carrara 8 using Toon! Pro, a popular cel-shading plugin. These renders demonstrate four different ways to render the same scene, each having its own appeal and being a viable option:
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Last Updated on Friday, 14 October 2011 16:20 |
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Written by digitani
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Thursday, 27 January 2011 12:29 |
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There are basically two different ways of making eyes for 3d anime figures. One way is to model a true spherical 3d eye like you would have on any other 3d character, but just attempt to shape and style it like an eye you would find in anime. The other way is to have a mostly flat surface on the face in an attempt to more closely simulate the 2D stylization of an eye that is so common in anime. Some figures have used one of these methods and some the other. Each method has its own advantages and disadvantages. I will attempt to compare and contrast the approaches and how to deal with the disparity.
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Last Updated on Saturday, 05 March 2011 22:58 |
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Written by digitani
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Thursday, 27 January 2011 12:28 |
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If you use Aiko 3 and Hiro 3, CDI's Kioki and Hitoro are must-have products. Kioki and Hitoro are morph packs for Aiko 3 and Hiro 3 respectively. Each pack contains many individually injectable new morphs for the corresponding figure, both body and head. Even though they are individually injectable, there are batch injections included as well, so that you can inject all of the head or body morphs at once. Also included are a huge array of presets that take advantage of these new morphs.
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Last Updated on Saturday, 05 March 2011 23:01 |
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Written by digitani
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Thursday, 27 January 2011 12:25 |
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When you are designing your dynamic hair, you need to put special consideration in if you want to drape it or run physics simulations on it. If you just plan on positioning the guide hairs where you want them manually and letting the hair remain static then things are relatively simple because you have a great amount of control. Once, you start running simulations, however, you are loosing control over where the hairs will go to some extent. Therefore, you must set up your hair in such a way as it will behave the way you want when you run that simulation.
The first thing to keep in mind is the placement of your guide hairs. You must place guide hairs all along the edges of your growth region to ensure that anything the hair drapes over will collide with the guide hair before passing through any generated hairs. My previous article on this subject covered the topic, so I will not repeat it all here. The previous article also talked about the
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Last Updated on Saturday, 05 March 2011 23:01 |
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Written by digitani
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Thursday, 27 January 2011 12:24 |
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I have recently figured out some key secrets to success in creating dynamic hair in Carrara. Some of these principles may apply to other programs as well. In this article, I will share two secrets for designing dynamic hair that will collide properly with objects during a simulation or draping, thus avoiding the problem of hair going right through objects.
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Last Updated on Saturday, 05 March 2011 23:02 |
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