So I wanna arrange my scenes in blender for a comic/manga. I figure it'll look unique at the very least, maybe I can do something with the lighting/geometry? Any suggestions?
using 3d models to form like you comic pre sketches and test lighting is what poser was designed for. work out of the box for that
>>995402No I meant I wanna take my 2d drawings, paste them to a flat cube (aka square) and arrange them in a 3D scene. Kinda like pic related? Why would I do this? Idk just trying new things.
>>995428that sounds absolutely moronic and itd look like pure shitewhy are you even making this thread are this incapable of applying a texture to a basic primitive?
>>995430What else do you expect from someone who posts ai garbage?
>>995428Just draw better, that’s the answer.
>>995364Looking for hacky solutions to cut corners and claiming the shitty end product as a unique style instead of properly learning. Now where have I heard that before? It seems like the god of workflows has some competition now, I wish you the best of luck on your decade long journey
>>995364Use images as planes
>>995428It would make more sense to use a plane instead of a cube if they are just going to be cutouts like that. Ideally you should also use an image with an alpha channel so that it will only mask out the person/figure of the image.
>>995430Nah you can do some pretty cool stuff with just an image and some vector math.
>>995936This is basic UV distortion via noise, right?
>>995364Cris, get back to your thread.
>>995937You can basically plug any vector expression into the texture coordinates and create endless amazing things. It doesn't have to be limited to just distorting UVs.
>>996052That's amazing. I thought something like that could be done only with Geometry Nodes in Blender. Because people have been using Geometry Nodes and they've been making amazing stuff.
>>996054Well this effect would essentially be done the same way in geo nodes using a voronoi texture. The difference is you would actualy be using voxels or points while here I am simply manipulating the vectors at the texture level. I made most of the animations in my daily thread this way. The best thing about blender is Evee and the ability to make these kinds of animated effects in real time. It reminds me of Unreal's animated shaders or cascade in a lot of ways.