Commission •
introduction
This is a character commission which I took on both an anthropomorphic animal character and a rendering style inspired by Guilty Gear Strive.
model
Turnaround
Normal Editing
Guilty Gear has a specific style of normal editing which results in shading that "snaps" to certain well defined boundaries.
When combined with a character-specific non-environmental light source,
it can create much more aesthetically pleasing results than unmodifed normals, especially for more anime or simplified rendering styles.
For demonstration purposes. In production I wouldn't recommend allowing the transitions between snaps to be seen.
Decals
One of the ways Guilty Gear Strive sets itself apart from its predecessor (Guilty Gear Xrd) is by the use of decals to add small illustrative details. Here I've used a separate UV map to add strategic pencil points, also bypassing the need for ILM.Note the combined use of ILM and decal above, only noticeable at very close range.
Reference
For this commission I was provided a basic character sheet. I was granted some stylistic liberties in adapting it.