Been working on some ✨custom tech✨to recreate Shinkai anime scenes in 3D as practice for upcoming projects 🧐
#b3d
#anime
#KimiNoNawa
🎵
No painting or projection mapping was used for this shot! All shaders are dynamic, procedural, and realtime
Working on a tutorial for this type of effect, but it's a bit complicated. What's the best format for a tutorial?
Don't really wanna do a video, maybe I'll do a proper write-up, I don't think a 20-tweet-long thread is any good for reading lol
The FX tutorial is finally finished! Check it out here:
I also put up a completed file (this GIF) on gumroad:
Tutorial has
#blender
nodes and a BEER shader!
@RaphDeslandes
It also doesn't even look like your pinned tweet 💀
it's not even successfully "copying your style", it looks exactly the same as every other thing MJ spits out lol
I played around a little with the idea of using sphere positions in the shader for normal blending and AO etc. for explosion stuff. Hard part is ofc generating grid cells etc. so you can have more than 8 of them lol
A nice tip on weighting the normals in a pattern rather than just a straight gradient when scattering surface details like feathers.
Here's it on some basic geonodes scattering stuff
Right now my professional, personal, and commission work all need some form of tufts, feathers, or scales that blend with a base body, so here are some experiments I've been doing with vertex normals that may be helpful for you if you're doing similar
got distracted making silly little procedural things again
The second thing is meant to be used to make a post-battle damaged version or something uh huh yeah yep