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Last Visit: 55 weeks ago
Draw till you can't draw no more
This is the place where you can personalize your profile!
By moving, adding and personalizing widgets.
You can drag and drop to rearrange.
You can edit widgets to customize them.
The bottom has widgets you can add!
Some widgets you can only access when you get Core Membership.
Some widgets have options that are only available when you get Core Membership.
We've split the page into zones!
Certain widgets can only be added to certain zones.
"Why," you ask? Because we want profile pages to have freedom of customization, but also to have some consistency. This way, when anyone visits a deviant, they know they can always find the art in the top left, and personal info in the top right.
Don't forget, restraints can bring out the creativity in you!
Now go forth and astound us all with your devious profiles!
Notes: In this render I use a base vertex color of 50% grey for all materials. This darkens them significantly and all lights have been made brighter to compensate. So why do this? Well, it allows you to brighten materials by brightening the vertex color. I used slightly brighter (30% grey) vertex color for her eyes and hair to bring them out more. The ability to alter the 50% grey up and down to adjust the look of the material feels very nice. When a pure white vertex color is used you can only go darker, never brighter.
Inspired by how saqune used the default wet maps, which looked great imo, I wanted to test something similar in Toolbag. Toolbag doesn't support bump maps, but the wet maps can easily be turned to normal maps, so I did that instead. I like how this looks, especially from afar. The skin uses a dual mesh setup, which can be done in Toolbag without any z-fighting issues. The first mesh has the skin material. This was made very glossy, but to prevent an oily look it uses a noisy roughness map. The second mesh is a transparent overlay that uses the wetness map as a normal map, occlusion map, and transparency map.