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Description
Luna needs a dress for an official State Function. Her tastes are a bit…old fashioned, but Rarity knows that the (royal) customer is always right.
Feedback always appreciated!
Giant asset sources infodump at the tumblr source.
Series:
>>1452420 Measuring
>>1452421 Too tight! (here)
>>1452423 Bored now
>>1452427 Looking good!
Feedback always appreciated!
Giant asset sources infodump at the tumblr source.
Series:
>>1452420 Measuring
>>1452421 Too tight! (here)
>>1452423 Bored now
>>1452427 Looking good!
%%~
@Stellarator
Sorry, I thought that was one bit of rhyming slang in widespread use. Barnet=hair because reasons. If it isn’t, I blame having worked with a Londoner.
I’ll pass on the giant rubber boobs, thanks! Smol is just super.
I have no idea what you’re doing to build that hair look, but it’s looking great in the rendering. The frizzy bits nicely avoid a helmet look, and bonus points for allusions to aetherial-mane Luna and Frazzled Rarity!
I do too. I have no problem with other people liking the fantasy brestular hypertrophy that is so popular, particularily in CG… but it doesn’t work for me, and there’s ample supply of that anyway.
I am trying to make sure that I do have some variety in body types, though. “@when she felt her wings unfold” rightly pointed out a while ago that I was in a bit of a rut of just doing the slim-and-barely-legal thing more or less exclusively for a while. Variety is good. And even if you are sticking in the range that is conventionally attractive, there is still a LOT of variation possible. I’ve been told the body type I used for the Daybreaker pics is “thiklestia”, even though she still seems fairly fit and healthy to me.
Also, yay attention to detail! Like I said, having that get noticed is very gratifying. If something is worth doing, it’s generally worth doing WELL. :)
It is pretty cool (if somewhat obvious in hindsight) how that works.
~^
Smol breasts are cute.^~
The lovely anthro mares don’t hurt, either. ;)
Edited because: Spacing
Do you do 3D work also, or were you just translating my excessively loquacious elucidation? :)
@when she felt her wings unfold
Thanks! I am trying, though I could do giant floppy rubber boobs if you’d like :P
It is especially gratifying that you noticed the hair. I have been working on some new techniques that are fiddly but worth it.
I am actually not familiar with the term “Barnet” and can’t find a definition that is apropos. To what do you refer?
Thank you for injecting some much-needed humour into the 3d space, alongside the sheer bloody amount of craft you’re putting in with proper tools. Good stuff here.
Also, the hair frizz/edgefuzz/blur effect on these new models is looking rather awesome and artistically malleable. There’s bits of Rarara’s ‘do where it might be a bit too pronounced, like the straight parts where conditioned hair would tend to cleave to itself and form a single mass. But it works out so wonderfully with Luna’s Barnet that I’m kinda gobsmacked.
Yup. Reflections are one of those things that just happens naturally. Just like Lyra being cute.
So, to summarize: kind of, as a side effect. ^_^’
![](/images/tagblocked-7b05ae50e1f6b0f784fc7d2200ce2bd8.svg?vsn=d)
your current filter.tl;dr: yes, it’s a feature in Blender, reflections do not have to be rendered separately.
Long-winded answer:
Cycles (the current main rendering engine for Blender, that I use) is what’s called an unbiased raytracing engine, which basically means that it is just simulating the physics of light as it interacts with objects and materials. To massively oversimplify, basically it says “If we have these objects with these properties and these light sources, what does the result look like?” as opposed to something like SFM which takes the approach of “What do we want things to look like and how do we achieve that?”
This is why it is possible to make things that are more realistic looking in a rendering engine like Cycles… and why a nice render can take hours or days. This takes enough math to bring even a modern high-end computer to its knees.
Because of that, making a mirror in Blender+Cycles is just a matter of making a material that is set to glossy with low roughness, and the mirror reflection just happens as a result of what the photon paths are, just like the real world.
Of course, this also means that unbiased raytracing has all of the problems associated with real photography, in terms of making sure the lighting is right, and all of that.
The more You Know(tm)