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Joined on 2024-02-23


posts from @BlueBeads-Art tagged #OC Linnet

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Posted to Tumblr on 2019-12-24
2019 Standalone
Original Description:

Oh boy, what a decade. It encompasses roughly half of my entire drawing ‘career,’ and most of my art career spent online. Been drawing since I was 7 and I’m 24 now. Long live a life of art! :D

This collage worked out perfectly, because the time spans were nicely spaced and it perfectly highlights three of Linnet’s four major design iterations. There was one in between 2010 and 2016, but I wanted to stick to the theme I had going of ‘all my attempts to redraw the 2010 Code Break drawing,’ ahaha.

I can’t believe my OC Linnet is turning 10 this February, what. So many of my OCs I’ve developed for roughly half my own life span, and that’s wild to think about. They’ve come a long way with me. ❤



Face close-up
Posted to Tumblr on 2019-12-24
View on DeviantArt for higher resolution
Original Description:

CODE BREAK
Welp, guess who spent all too long on this trying to absolutely blow my decade of art challenge out of the park? Holy, do I love the results though.
The Decade of Art collage is in a separate post here, because I don’t want to muddle this one’s formatting.

I spent ages in Blender playing with smoke simulations to make my own reference, and then I proceeded to use exactly none of it and do my own thing. At least I know how smoke sims work now…

It might be ‘cheating’ that I did a bunch of Franken-modeling, smoke, and lighting to use as a reference before my pen even touched my tablet, but honestly the planning and setup of that blend file took like 12 hours, not including the time I’ve spent modeling refs of her in the past, so I’d say I earned it, hah.

Here’s hoping the 2020s will be less of a hot mess! o/

2024 BlueBead thinks that last sentence aged horribly. At least this painting is aging well, however.



Posted to Tumblr on 2019-09-25
Original Description:

Proper Renders

Shenanigans Time: Facial Features Gone Wrong Edition!

The first gif was me first experimenting with the whole “anime eyebrows always show through the hair” thing in viewport. It works really well with backface culling! …as long as there’s nothing else in your scene, because they don’t just show through the hair, they show through everything.

Second image was when I was making smile shape keys, I used the wrong pivot and made a :> face by accident. It looked cute in flat shading, but then I switched to rendered and… yeah… Please don’t.

Last image was me just goofing around because I can’t be trusted with shape keys. Like… y’know, nyah~ :3



Static renders of Linnet
Static renders of Kobi
Posted to Tumblr on 2019-09-25
Original Description:

Happy 2 year and 1 month anniversary to my hobby 3D modeling career! The timing wasn’t planned, but it’s fitting that the first model I made was a sculpt of Linnet, and now here she is again with her twin brother and many, many improvements. (Technically, I’ve modeled Kobi once before too, but he got banished to WIP hell.)

This is my first project that solely used Blender’s new render engine EEVEE. I have a… complicated relationship with EEVEE. It’s cool having a real time renderer and more nodes and all, but I miss Blender Internal for stylized cell shaders. They exaggerate EEVEE’s biggest flaw in my opinion: cast shadows and contact shadows. You can probably see it easiest on Kobi’s stray tufts of hair, where instead of properly tracing where the shadow would land, it just… fills in everything in between in screenspace.

Long live Blender Internal. Your code may have been nearly as old as I am and made of spaghetti, but you worked damn well for cartoons.