PE: Tutorials for Growing Manga ArtistsBackgroundMore Like This
Cloud Tutorial Part 1 by yuumei Cloud Tutorial Part 2 by yuumei Grass tutorial by Sadir89 Grass brush settings - tutorial by ryky water tutorial by kuro-mai water splash tutorial by Caucasian-eagle Easy Water tutorial by ryky Water on the Beach - Tutorial by Okami-Rain Waves Tutorial by B1nd1 Background Tutorial 2 by Tervola 3D background Tutorial by yuumei Background Tutorial Section 2 by Mireielle Cloud Tutorial by Dea-89
For Anime and Manga backgrounds you can use the regular Digital Art and Traditional Art tutorials based on backgrounds.
Hand Tutorial -Tips+Reference- by Qinni Foot tutorial by shingworks +TUTORIAL-Feet drawing guide+ by goku-no-baka + Tutorial - Hands + by goku-no-baka Feet Reference by Ninjatic Hands Reference I by Ninjatic Hands Reference II by Ninjatic
[Tutorial] G1G2 Clothing in Blender 3This text tutorial continues the series on creating clothing for Genesis 1 and 2 for DAZ Studio in Blender. Previous links:More Like This
In this tutorial we will explore texturing and, more specifically, using Blender to create sculpted displacement.
From Part 1 and 2 you should have:
-A UV-mapped mesh, with materials assigned, at a poly count between 16k and 100k polygons (less is okay, more is not); at this point you should have done your "base" sculpt and it should look basically like a piece of clothing, not a paper cutout overlying the body. Buttons, lacing, etc. should be finished and a permanent part of the clothing, and you should have done your base rigging in DAZ Studio and saved it to the library as a .duf using the File--Save As--Support Assets--Figure/Pr
The CritStop #1Greetings Concepteez!More Like This
First a quick note to mention that Shimmering-Sword our very own guru of future military tech. has succeeded in getting funding for his kickstarter project: The Protectorate Wars!!!
A big congrats to Shimmy and a huge thank you to everyone who helped support him. If you aren't a supporter yet not to worry! There are stretch targets to hit too so go check it out.
The ConceptWorld team have always been clear that one of the main reasons we continue to dedicate our personal time to running this group is to inspire and help every single member develop their craft as artists. It's a tough business, learning how to do this art thing, and getting feedback specific to your work is essential but hard to come by especially if you are learning in a non-formal envi