Don’t really have any new work to show these days, so I thought I’d upload some “outtakes” from my Project T that didn’t make it into the general release.
Jules of Nature
ojovivo

JBB: An Artblog!
PUT YOUR BEARD IN MY MOUTH
almost home
One Nice Bug Per Day
Cosmic Funnies

if i look back, i am lost
i don't do bad sauce passes
2025 on Tumblr: Trends That Defined the Year
Cosimo Galluzzi

JVL
Claire Keane

TVSTRANGERTHINGS

Love Begins

Janaina Medeiros

tannertan36
"I'm Dorothy Gale from Kansas"

Kaledo Art
seen from India

seen from United States

seen from United States

seen from Ecuador
seen from India
seen from United States
seen from United States
seen from United States
seen from Sweden
seen from United States

seen from Cyprus
seen from United Kingdom

seen from United States
seen from United Kingdom
seen from Brazil
seen from United States

seen from Germany
seen from Canada
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seen from United States
@silverhan
Don’t really have any new work to show these days, so I thought I’d upload some “outtakes” from my Project T that didn’t make it into the general release.

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
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Check out some of the great concept art featured in The Art of God of War!
View more - https://goo.gl/qPrX6G
I JUST CHOKED ON MY WATER
Here’s a condensed video of the painting process I recorded for one of my drawings. This is one of the eight full process videos (each 1-3 hours long) received by my patrons on Patreon.com/Yuumei for March.
I’ll be posting a poll on Patreon soon to let people vote on which of the 8 videos they would like me to turn into a tutorial. The finished tutorial will be shared for free :)
Olivier SILVEN - http://oliviersilven.tumblr.com - https://www.linkedin.com/in/olivier-silven-33694757 - https://www.facebook.com/Olivier-SILVEN-177683052324466 - https://grievousgeneral.deviantart.com - https://twitter.com/OlivierSilven - http://oliviersilven.blogspot.com.es

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
If you are a Digital artist, a traditional artist, doesn’t matter, please watch this video. Lets start April with the right mood.
Commission for @gladiator-red-panda of their character Luna! I loved working on her hair <3
Awakened Imperfect (The Elder Scrolls: Legends - Return to Clockwork City) by Nuare Studio
The Elder Scrolls Online: The Poster Collection
Painted a realistic Portrait of Overwatch’s new hero, Brigitte! Showing some tips and tricks i’ve learned over the years of making portraits more believable, hope you guys enjoy it! ⛅✨
COMMISSIONS PRICES!
This set is a bit old but the prices remain the same and they are OPEN! Please contact me either by DM or at [email protected] if you’re interested!
Reblogs are SUPER appreciated if you know anybody that would like to be informed ❤

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
The amazing concept art of Black Panther by Vance Kovacs, Phillip Boutte Jr., Rodney Fuentebella, and Karla Ortiz.
Marvel’s Black Panther: The Art of the Movie
Zora is one of the two main characters in our second game, In the Valley of Gods. Quite a few people remarked on Zora’s character design, in particular her hair, when they saw our announcement trailer. Indeed, creating Zora’s hair is a challenging problem for intertwined technical and cultural reasons. I would like to talk about our explorations and aspirations so far, and why it’s important to us we get it right by the time we ship.
In 2015, Evan Narcisse wrote an important essay on natural hair and blackness in video games. You should read it. It was the first time I’ve really thought critically about hair and representation in video games, and the yearning in the piece struck me.
Hair is very personal. As an immigrant woman of Chinese descent with atypically frizzy wavy hair, my hair is, to an extent, an outward expression of my struggle with who I am and where I belong (or don’t). I want to love my hair the way it naturally is, but it’s never quite simple as that.
So when I first saw the character design for Zora, I had an understanding of what task lays before us as a team. None of us has Type 4 hair, characterized by tight coils and common among black women. In fact, none of us have even made video game hair before, but we are committed to giving Zora the hair she loves, the way she chooses to wear it, with all the care and effort we can.
Building Zora’s hair will be a continual effort that lasts the whole project. Our first milestone for the hair was getting it in shape for our announcement trailer, when Zora was first introduced to the public.
As a small team without a dedicated character modeler, we hired a couple of specialists to do Zora’s character sculpt. Their task included sculpting a static version of her asymmetric bob so we could evaluate the scale and silhouette of her whole body. We knew the static sculpt would serve only as a placeholder and reference while we figured out a longer term hair solution.
Hair is a complicated combination of geometry, shader work, and texturing, and it requires a very tight and frequent iteration loop to get right. It made sense for us to do it in house even if we haven’t created hair before. The task of modeling “good enough, first pass” real-time hair for the trailer fell to me; the shading and rendering work to our graphics programmer Pete; and the copious texture and oversight work to our art director Claire. We started by investigating what other developers have done.
Real-time hair geometry, as far as I can tell, falls into two broad categories: “hair helmets” and “hair cards.” A hair helmet is what I call completely opaque geometry, as one would see on a plastic action figure or Lego figurine—think Princess Zelda’s hair in The Legend of Zelda: Breath of the Wild. Hair cards, on the other hand, use many sheets of hair strands to portray more free-flowing hair —think many characters in Uncharted 4. That approach is well suited to hair types that can be abstracted into sheets, which works well for any length of straight hair. There are also hybrid approaches, such as this wonderful tutorial of a game-ready afro by Baj Singh.
Claire designed Zora’s Type 4 coily hair to have a lot of texture and volume, but it also has a “big-chunky-tubes” structure allowing fluid “floppy” movement. Neither of the two previous approaches is ideal for Zora’s hair.
The closest in-game hair reference I found is Nadine Ross from Uncharted 4, but on closer inspection Nadine has Type 3 hair with very defined curls, quite different from Zora’s tighter Type 4.
Sometimes the only way to solve a problem is… just by making something, even if it sucks in the beginning. So I started off with a variant of the hair cards approach by making “big tubes” of three cross-cards to follow the shape and flow of Zora’s hair helmet sculpted by Ted Lockwood. It was important to have some geometry that remotely resembles what we will ultimately create, to test the shader Pete has been writing.
I would work on the hair for a few days at a time whenever I wanted a break from creating the trailer’s environments. After two months of wrangling various placements of polygon tubes, flat cards, and cross-cards, as well as bending all their normals as if her hair were a shrub, we had the following result as of October 2017.
Part of the challenge of all this is that not only are we making Type 4 hair, we are making stylized Type 4 hair that evokes Claire’s distinct style. It became clear very early that the way Zora’s hair interacts with light would be a key part of the shader work.
I’m not able to go into the technical details of the shader in this post, but we ended up adding individual controls for each type of lighting we wanted the hair to respond to, based on Claire’s specific concept art: for instance, light striking from the back, from the side, ambiently, and so on. This got finicky, but taught us a lot and provided enough variation to create the trailer. It will take much more experimentation and iteration for the hair to behave according to the style guide under all necessary lighting conditions, but making the trailer gave us a lot of direction for our next steps.
Right now, we have an intensely stylized back-scatter effect in the hair when backlit, but we still lack the ability to do high-quality rim lighting without relying heavily on post-processing.
We are currently only using alpha-cutouts for the hair cards (alpha sorting is a whole different topic outside the scope of this post) and I’ve been advised by character artists that some number of alpha blend cards for flyaway hairs usually works well.
For the trailer, James rigged Zora’s hair and hand animated the movement, but we plan on applying physics simulation to the hair rig for the shipping game.
There is a long way to go before we’re truly happy with Zora’s hair, but this is a good first step. As the rest of the game’s visuals become more solidified, it will become more clear what we need to tackle next.
Brigitte Lindholm
Brigitte Origin Story

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch • No registration required • HD streaming
“…Hm.” – Redley Tide, Captain of the ship ‘Siren Call’ Animated in SAI, 30 frames, 80 milliseconds p/f
Okay but this is the best one i’ve made so far :’D