Wow your blender work and rendering is incredible! That demon looks so cool! I especially love when you forego lines. I can tell how much you experiment with style, it's very cool to see the diversity. Your follower's portraits look pretty interesting! Your lines are very clean. I haven't seen many people stylistically decide to keep an almost consistent line weight throughout the pieces like you do here, it gives almost an adult fantasy coloring book kind of look?
Your environments are very neat and I love the pinks and blues on those mushrooms in the last one. I wonder what it'd look like if you pushed the glow/light from the mushrooms a little more? But maybe that's just me loving those colors so much I wanna see them radiate lol
very gorgeous sketchbook :) im a huge fan of the rat too lol
(04-02-2026, 04:26 AM)Citrus Wrote: Wow your blender work and rendering is incredible! That demon looks so cool! I especially love when you forego lines. I can tell how much you experiment with style, it's very cool to see the diversity. Your follower's portraits look pretty interesting! Your lines are very clean. I haven't seen many people stylistically decide to keep an almost consistent line weight throughout the pieces like you do here, it gives almost an adult fantasy coloring book kind of look?
Your environments are very neat and I love the pinks and blues on those mushrooms in the last one. I wonder what it'd look like if you pushed the glow/light from the mushrooms a little more? But maybe that's just me loving those colors so much I wanna see them radiate lol
very gorgeous sketchbook :) im a huge fan of the rat too lol
Thank you so much for your kind words and praise!
Now that you mentioned it, I do see that the line weight is pretty much the same thorought the whole artwork. Someone did ask if they could colour thier OC sketch so you are definitely on to something! haha
And I absolutely agree! I originally wanted to try to make the piece with the light coming in less bright so I could make the mushrooms light up parts, like a dark secretive world in the forest. Hopefully I'll ba able to pull of that kind of look in the future :D
Low-poly rat always wins peoples hearts (It's a matter of fact, I don't make up the rules) haha I'm glad you like it!
● A city experimenting with photo bashing, I learned how to take photos and filter them with a monochrome setting leaving a silhouette of the building / texture I wanted to incorporate into the drawing.
I still need to figure out where and how much detail should I put in a drawing, need to practice this more obviously T w T
● I want to know more in the world of nature, there are so many varieties and colours of plants, flowers and trees! I did a few studies in hopes to incorporate them in my future pieces. I'm experimenting with different brushes too, it's really fun :D
● Still on my anime style journey, even styles in general. There are so many styles, I really do love trying new ones out and try to figure out what I like about them and maybe finding an element I'm missing in my own style that I would to be integrated. Anime is a bit weird for me since most of them are quite flat in terms of lighting/shadow and I want to find a balance with realism that makes it feel right for me. Although it would be cool to find a way to achieve a style I like using basic lighting/shadow too, then focus on doing bigger projects then don't require more time.
● I haven't played league in the past 2 years, yet, I continue to draw fanart for it. I love morgana in every way. She looks cool, I love her personality and playing her at the time was always satisfying. I have a good feeling with this piece, I hope to finish it!
● I modelled and painted one of my OC's dagger! It's uh.. okay, I don't have a lot of experience with substance painter and I learned the importance of the size of textures and materials so I will continue to keep trying to make models that I can texture in substance in hopes my skills will get better. Also topology, I'm a bit mad with topology and optimisation and honestly will still need to research it. I always look at others models and assess what most do and how they tackle their models, and most times.. I'm left confused lol. I understand every model has their own unique case on how to be retopologized depending on their purpose but like I said, I want to try to understand how I can do this to the best I can with my models. Research, practice, repeat. :')
● I'm trying zbrush! I love blender but the sculpting is quite slow at times and in my case, always crashes my PC. I haven't had the problem with zbrush, It manages to handle high poly meshes very easily (and the sculpting smoothness??? MWAH!) I'll try to continue to use it and maybe it will stick? I can only hope so.
Hey Ortani, very cool sketchbook here! I'm loving how you're trying all kinds of different techniques and tools, I'm particularly enjoying your more realistic digital art - very nice paintings .
Looking forward to more updates from you .
“Today, give a stranger one of your smiles. It might be the only sunshine he sees all day.” -- H. Jackson Brown Jr.
(05-02-2026, 08:05 AM)Artloader Wrote: Hey Ortani, very cool sketchbook here! I'm loving how you're trying all kinds of different techniques and tools, I'm particularly enjoying your more realistic digital art - very nice paintings .
Looking forward to more updates from you .
Thank you so much for the kind words/praise! I can't wait to see more of your work too :D
● I learned about erosion and how beaches are made when I started this study, I was wondering how or why the rocks where different colours and how do they become so smooth! It was a interesting read!
● I'm trying to get myself into doing bigger pieces with more characters telling a story, these are quite rough but I'm pretty happy as I feel I'm slowly getting what I'm trying to achieve. Maybe one day I'll be able to do one of these in my fully polished rendered style, but I already feel nervous thinking about it haha
Sculpting in blender is a stepped process where to many vert in a model result in more resource being require to move the surface around which can cause crash.
By keeping the model to a decent ''resolution'' or vert count if you prefer. You start to build up the shape.
It essentially like stilll pretty close to drawing you start with big shape(2d or 3d) one depending on a case by case basis and once you need more detail well you change the resolution( or voxel size in other word) so that you have more ''data'' to move around. That step is called ''remeshing'' and it can be pretty invisible to a new blender user because it '''hidden'' around so much the other menu option and is only available in sculpting mode soit can take some time to be found when you don't even know it existence.
There also something called dynotopo i am not super knowledgable on that specific tool but it basically like changing the resolution of the surface but base on the brush rather than assigning the resolution to an object i believe you cannot use both dynotopo and remesh as remesh will recalculate all vert in an object will dynotopo is more like localized resolution. So one is like i would say good for like small sculpting(dynatopo) and one is more like for whole object being sculpted.It possible to remesh as many time as you want but note that by doing so some of the surface can change which can tend to smooth detail that why in sculpting you want a restructure stepped approch so that you can maintain the level of detail without slowing down the machine to early in the process which can cause lag for the whole project.
The problem is that whatever you do if you don't understand how to caliberate the value that determine how much resource your eating your running yourself into the wall.
But it also a good thing to play around and figure out what are your machine limit by testing at what vert count you start to run into lag.You can activate what call statistic which can help you see the information of an object such as the vert count which is basically your unit that tell you if you have a low or high probability of crash.
My guess is you were using dynotopo and got the vert count to high because you had the resolution set to high or you simple remeshed but you took a value that was to heavy for your pc.
Your work is looking great! I love the low poly rat from april!
On the dagger, was the top one, the substance painter one hand painted texture on the UV map? It looks really good.
Your wireframe from blender already looks pretty good, I don't think the topology looks bad. But if it were like the low-poly version of the model, you could probably reduce it even more. Depends of course on what its used for though.