Yes, feel free!
I’m generally okay with my work being used for icons / headers as long as credit is placed in the blog’s description. The only exceptions are commissioned works (100% no go) and OCs (depends).
thank you. i’m happy to hear you enjoy my comics. i don’t have a lot of them, but do put a great deal of thought in.
i’m currently working on a few longer ideas, so maybe you’ll see those sometime in the future.
i’m actually all about talking about this kind of stuff, so i’m happy to talk about the kinds of brushes i use. other than a few brushes that i’ve altered for myself, all of them are brushes that are either defaults or free brushes that can be downloaded through clip studio’s asset store. my preferences may have changed slightly since those speedpaints.
i have custom brushes for every brush type, but i very commonly use custom brushes in the pencil / oil paint brushes. i mostly use defaults in other categories unless i’m going for a specific effect. so i’m just going to show my pencil/oil tabs (then my downloads) so this is a little shorter.
gold dot = favored brush ; white dot = default brush
pink dot = altered brushed ; blue dot = downloaded brush

CSP makes it pretty easy to download brushes thru their asset store, and you should be able to search up pack / brush names to find them.
i’ll highlight favorite brushes and also provide text versions of the names so they’re a little easier to search. also readmore because this is a long post
sure
i was actually planning to make pan & nb versions at one point and just sorta forgot. it might be a while before i post them tho
he’s a pond god :P

small preview till i actually clean him up~ thanks everyone for the daily draw suggestions, i’ll keep them in mind for the future!
The Paths of Sheep is a story which I dreamt up concepts for a while ago. I have a tag for it, which I’ve posted some character drawings in to but not much else. This is because I’m in the process of making it a comic! I’m currently writing the outline, and I don’t wanna give too much away just yet, y’know? ;)
It also doesn’t have a proper summary yet, but I can at least tell you it involves dream, timeline, and parallel universe shenanigans, three teenagers, and the consequences of getting ripped out of the space-time continuum.
It’s also going to be a fairly short story, at least the portion of it I plan to tell. I have plenty more “chapters” I can write for it, but whether or not I spend more time on it past the first act will depend on reception.
Seriously though that’s got to be the most helpful answer I’ve ever had regarding animation software of that kind, thank you so much!!!
i’m glad you find my long answers useful! that makes me happy. i always feel like i talk way too excessively. i try to pare it down but i generally just have so much to say on a subject it makes it hard!
i’m also very passionate yes lmao which is probably why i can talk for hrs and write for paragraphs. if you ever have more questions feel free to ask!
i love talking about this kinda stuff
i wouldn’t say i’m multitalented more just multilearned or multiinterested :P
art is the only thing i actually work with on a regular basis and study. i don’t actively pursue writing or modelling anymore, not really lol i don’t do them enough to really say i have any skill or talent in them
(out of the three writing is the one i have the least invested in tbh. writing’s something i’ve always just done for the hell of it & never took classes for it. meanwhile i have degrees for 3d modelling & drawing dflkjdfjkd)
maya is indeed a good program. at least the versions i’ve used were. i believe they were 2012-2014 student versions. the older one were jank and glitchy sometimes though but when i had a 3d modelling class at my uni the 2014 version seemed to be a lot more stable so they’re probably fine now.
there’s things you gotta ask yourself, though, if you’re interested in learning:
these things are important, because they’ll tell you whether or not you even need to learn on maya specifically or not bother with it at all. because there’s a handy dandy thing called Blender which is a totally free 3d modeling software that has gotten better by leaps & bounds over time
if you’re learning by yourself, using the internet and tutorials, use blender hands down. its free and because its open source the community is extensive. you can always transition to maya if need-be (blender even has maya preferences to make it easier), but definitely start with what’s free
yes, maya student version is free. you can lie and get it for free. other than autodesk being a bad company to fuck with, there’s also no point in using it and learning maya if you don’t plan to eventually pay for it!!!! because then you’ll just end up with blender anyway and will have to learn brand new software all over again. save yourself the headache!
think about whether you just want to model for fun, work on indie things, or work in the AAA industry. 3d modeling has a steep learning curve, especially in maya. don’t slog through maya if all you want to do is have a fun time. again, save yourself the headache and start with what’s free. you don’t need to know maya unless you want to work on AAA games and the like
now, if you’re actually wanting to take a class for 3D modeling, a college course should be teaching you maya or 3ds max– the industry standards. if they’re teaching blender run the other way, regardless of what you want to do with the skill. blender is fucking free, there’s literally no reason to spend hundreds of dollars to be taught blender. if you’re paying you should be getting the advantage of a) student version software and b) learning the most commonly used professional software
so basically: doing 3d modelling for fun? blender. want to work on indie stuff? blender or maya. want to work in a company or on AAA titles? maya
* or learn 3ds max in place of maya. it’s the other big modelling software
also a tip for starting out: learn how to effectively model for games then go from there. while things are certainly changing due to software & hardware getting more extensive and powerful, games still have limits to the amount of polys models can have. models also have to be done certain ways as to not break the engine or programming or cause glitches.
these kinds of limits help form good modelling habits (no ngons, correct topology, starting with general shapes, etc) that you might otherwise skip over. game models actually have to function, not just look good in a still. if you don’t learn function from the outset you’re gonna have a bad time.
edit: also keep in mind 3d modelling programs tend to be on the intensive side, so if you want to do really poly-heavy modelling or any sculpting you’re going to need a pretty good computer and video card for it. especially with sculpting. mudbox for example requires a nividia or radeon graphics card to function properly.
!!!!!!!! well hopefully they’ll be really enjoyable!!! they looked great when i printed them i almost wanted to print more for myself :y
the metallic paper does EVERYTHING justice