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WORK PROCESS: Ashe Vagraans Character Design Commission

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It’s been a sad few weeks for me that’s been filled with errands to take care of things after a loss in my family earlier this month. I’ve also been doing a bunch of personal work to help cope with things, learning how to use Blender to do low-poly 3D environments and texture paint and a few personal drawings (that I’ll look into putting up processes of soon here) but I’m glad I was still able to score a commission to help make some extra money.

This time it was a character design commission in waist-up dimensions. Originally it was just supposed to be drawing a pre-existing design of the client’s OC but then they decided to switch it up into designing a character instead.

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WORK PROCESS: DanField Video Transition Process (Plane)

One of my repeat clients, French Indie Game reviewer and streamer on Youtube and Twitch, DanField needed my aid in creating a snazzy transition for his video reviews to change things up from the standard dissolves and/or cut and wanted his two fox characters to be featured.

He suggested having one of the foxes fly by with a plane and the clouds or smoke act as a wipe for the next scene but I wanted something a bit more dynamic so I came up with the rough animation you see above.

Having finally completed the animation, I’ve simplified the explanation of the whole production process into the video clip after the jump.

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WORK PROCESS: Esmy Axe Animations

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The axe animations have been a long running problem with the development of Cryamore, in paper it makes simple sense, it’s a wide swing almost like the sword but with a bit of a wind-up, the problem lied with balancing it against the sword both in hitbox, delay, and selling the attack as more powerful. Damage values can be changed easily but the animation itself needs to sell the weapon as harder-hitting.

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