2D/3D character artist. alicejaunet@hotmail.fr
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@chalibeate​ @penumbrias​
Hi! It depends, sometimes I directly sculpt the character in a dynamic pose and sometimes I model it in A-Pose first.
For my latest sculpt I modeled the character in A-Pose, posed it using the ZBrush Transpose Master tool,...

@chalibeate@penumbrias

Hi! It depends, sometimes I directly sculpt the character in a dynamic pose and sometimes I model it in A-Pose first.

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For my latest sculpt I modeled the character in A-Pose, posed it using the ZBrush Transpose Master tool, then resculpted some of the details. I generally prefer this method because I feel like it gives me more control and it allows me to create different poses using the same base character.

I hope this helps!

I bought a Creality Ender 3 and so far I’m really happy with it. It’s fairly cheap as far as 3D printers go, and if you tune it right you can get very detailed results. I’d say it’s a pretty good choice for people like me who have no prior experience in 3D printing

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Thank you @rennybu !

I used the aiToon shader in Arnold, it gives pretty good results if you’re looking for a more stylized render

rose-moth asked: Hi! Would you be willing to post a picture of your uv maps? I’d love to see how you do it

Here you go! These are a few of the UVs patches from my latest 3D character.

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I must warn you though, I’m not really that good at optimizing UVs (ᗒᗣᗕ)՞

I use a script called Rapid Rig: Basic. It’s easy to use and it does the job.
You can find it here:
https://www.highend3d.com/maya/script/rapid-rig-basic-for-maya-for-maya

I use a script called Rapid Rig: Basic. It’s easy to use and it does the job.

You can find it here:

https://www.highend3d.com/maya/script/rapid-rig-basic-for-maya-for-maya

3k followers!

mademist:

cozywire:

Thanks to all of my followers, old and new! 

Also, I know I promised to make a tutorial to celebrate my 1k followers last year and never delivered on it (got kinda overwhelmed with work then completely forgot about it, sorry). I’d like  to take this new milestone as an opportunity to make up for it!

Is there anything you guys would be interested in? Just let me know :)

I don’t know if I am late to the party but I love your work, and as a 2d artist I would love to know how you render?

Oh, my rendering is actually super simple. 

To get this shadeless/2D effect, I just plug my textures in the Incandescence slot of a basic Lambert material in Maya. 

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(I don’t know how familiar you are with 3D so I hope it makes sense to you, haha)

(via mademist)

Anonymous asked: Your work is absolutely inspiring! Once you nail down your concept art, do you jump straight into box modeling? I'd love to learn about any part of your 3D modeling process you'd be willing to share. Thanks!

alicejaunet:

Hi!

First, thank you for your message! It always make me very happy to see that my work inspires people :)

Most of time, I don’t model right after finishing the concept part. I usually  draw a model sheet for every character and prop (it helps me keep get the proportions right, plus I don’t like modelling without references).

Here’s an example from my last piece:

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(as you can see, I leave the outline of the body visible under the clothes. It makes things easier when modelling the body)

To tell you the truth, I intended to make a tutorial or a post detailing my workflow to celebrate my 1k followers, but I suddenly got overwhelmed with school work and couldn’t do it. However, I made a post on Sketchfab where I explain the process for one of my illustration, if you are interested:

https://blog.sketchfab.com/art-spotlight-white-witch/

Hope that answers you questions! :)

A question I got on my main blog

screeeeeeeeeeeeeeeeeeee-deactiv asked: Sorry if this is too much to ask but, how do you do your texturing? I'm new to modeling and if you could point me in a good direction it would really help! UV mapping feels really overwhelming and I could use some tips

kerm0de:

cozywire:

alicejaunet:

Hi!
I don’t know what software you use, but I mainly work on Maya and Photoshop.
I know Photoshop texturing is a bit primitive given that there are now much more efficient texturing softwares (such as Mari),
but I still haven’t bothered learning them so…

Anyways, here’s an example of unfolded UVs & textures if that can point you in the right direction (from that model):

image

(this is what the textures look like when I’m working on Photoshop)

I know UVs can be a pain in the ass, but it is a necessary evil.
The key for easy texturing is good, well thought-out UVs. If you spend some time thinking about your UVs and how you’re going to paint your texture beforehand,
it can spare you a lot of time and trouble.

image

Maya actually offers some pretty useful options.
Planar Mapping (1), Cylindrical Projection (2) and Automatic Projection (3) work relatively well for manufactured objects.

For organic objects, howevers, I do it manually.

Always try to put your seams somewhere where they won’t be seen (like under the clothes, or in some place you know won’t be visible on the final render).
I know that can be difficult sometimes, but that’s the best method to keep your models clean.

Hope that helps !

I answered a question about UVs a couple of months back, and I totally forgot to reblog it here

I use this method, but I find my seams become super obvious, any tips on fixing seams?

Well when I paint my textures in Photoshop I always end up spending a lot of time and effort trying to make my seams less apparent. There’s no way around it if you use the old fashion way of texturing, unfortunately.

However, if you want a perfectly seamless texture I advice you to use texturing softwares such as Mari or Substance Painter, which allow you to paint directly on your model without having to worry about the UVs. Both are really efficient once you get use to them. (I personally don’t use them for my low poly projects because I just like making my textures in Photoshop, despite the obvious flaws)

Here’s a link to download the free, non-commercial version of Mari: https://www.thefoundry.co.uk/products/non-commercial/mari-non-commercial/

You’ll easily find a lot of in-depth tutorials on Youtube, if you are interested in learning it.

Good luck for your next projects!

screeeeeeeeeeeeeeeeeeee-deactiv asked: Sorry if this is too much to ask but, how do you do your texturing? I'm new to modeling and if you could point me in a good direction it would really help! UV mapping feels really overwhelming and I could use some tips

alicejaunet:

Hi!
I don’t know what software you use, but I mainly work on Maya and Photoshop.
I know Photoshop texturing is a bit primitive given that there are now much more efficient texturing softwares (such as Mari),
but I still haven’t bothered learning them so…

Anyways, here’s an example of unfolded UVs & textures if that can point you in the right direction (from that model):

image

(this is what the textures look like when I’m working on Photoshop)

I know UVs can be a pain in the ass, but it is a necessary evil.
The key for easy texturing is good, well thought-out UVs. If you spend some time thinking about your UVs and how you’re going to paint your texture beforehand,
it can spare you a lot of time and trouble.

image

Maya actually offers some pretty useful options.
Planar Mapping (1), Cylindrical Projection (2) and Automatic Projection (3) work relatively well for manufactured objects.

For organic objects, howevers, I do it manually.

Always try to put your seams somewhere where they won’t be seen (like under the clothes, or in some place you know won’t be visible on the final render).
I know that can be difficult sometimes, but that’s the best method to keep your models clean.

Hope that helps !

I answered a question about UVs a couple of months back, and I totally forgot to reblog it here