Personal Work
Programs used: Blender, Photoshop
In order to exaggerate the rim light on the pants and make the railing more cartoony, I added a "Shader to RGB" node to their shaders, which allowed me to have more control over the shadows. This is also what allowed me to add the striped shadows to the railing.
For the wind VFX, I modeled a large tube around the character, and gave it a shader using stretched out moving noise textures to make these lines.
In order to really push the wide lens effect, I deformed the legs so that the front leg is is much bigger than the back leg. You can see this very clearly in the 3rd slide.
Programs used: Blender, Photoshop
Character design by Ian Worthington
Programs used: Blender, Photoshop, Premiere
Porch Swing Days - slower by Kevin MacLeod
Link: https://incompetech.filmmusic.io/song/4234-porch-swing-days---slower
License: https://filmmusic.io/standard-license
To create a simple stylized look, I animated the flowers using a wave modifier instead of physics (only the grass is affected by wind). In order to keep the watercolor look of the grass intact, I projected a painted shadow onto the ground and parented this shadow to an empty that is in turn parented to the frolicking pig's rig.
Programs used: Blender, Photoshop
I textured this character by creating a physical wax pastel rendition of him, then projection mapping this in 3D, as well as cleaning up the rougher parts. Rendered in Eevee, in order to really push the rim lights.
Programs used: Blender, Photoshop, Premiere
The song used is The Wellerman by The Longest Johns
For this character, I created 2 versions of each texture
(or procedural texture, in the hair's case): a blue version and a pink version.
By using the Shader to RGB node, I could plug the pink versions into the "shadows" and the blue version into the lit areas, creating a highly stylized look.
Programs used: Blender
Character design by Ivàn Serrano López
In order to match my 3D rendition with the original concept art made by Ivàn Serrano López, I had to manually adjust the normals (using the abNormal addon) to get the shadows where I wanted them. You can see what a difference this makes for the final look when comparing the render with the unedited normals to the final version.
Programs used: Blender
Character design by Ivàn Serrano López
Programs used: Blender