Toribash
Beautiful work, almost feels wrong having it as a free one. Appreciate the effort put in just for people to have a free option.

unrelated to toribash but still art, Im enjoying making this... set? on king of meat lol
basically doing it with only the given tools which is stickers and little else. Thousands of layers, been at this for like 12hrs



BUDDHA




OOGWAY




JESTER




HORROR (half-set made to match incomplete set's style, chest area, head, 1 hand, 1 thigh, half leg, and feet by another artist)




HOLY ROBOT



I'm not yet showcasing sets for clients that haven't paid full but I've got 3 more sets to post which are beautiful

I am making sets btw

be good thank you all so much for giving me the chance to keep making art
Love to see m Buddha here thank you!!

And really nice work on the other sets as always
Take a Bite ;) the Gumballs are Free!
https://forum.toribash.com/showthrea...=670715&page=3

sold one of the 3 sets I made as premade!

Lowered the other 2 as they were made soon to be a year ago at a time when the game was doing better but they're still beautiful amazing sets that I'd love to see worn )

these two:


(click for full size)
been getting 522 errors trying to reply to this but basically my process is mostly 3D rendering

Blender for 3D modeling and rendering with proper lighting and 8K by 8K renders of all faces after making the character (front, back, left, right, top, bottom) + lately I've been implementing 18 more renders for 2 layers of shading and 1 layer of highlights with toon shades and differing light values since I can put more time into each set as of late, on blender I morph the model and compose the character so it fits exactly the tori's proportions which helps with smooth shading and good blending between the elements of the model

Then I usually import this into affinity photo and I usually do a cleanup of everything and add some polygonal lasso tool shades + composite the 2 layers of shades and highlights together after smoothing them out with inkscape to vectorize them and not have jagged lines and dotty shading that's kinda hard on the eyes. I do the layering and the white balance and color correction on affinity photo + fixing some other elements that could be out of array as well as make the head's mapping fit better for the tori's sphere (as doing this in blender usually leads to a very fisheye kind of effect for the head that I don't fw)

These images for each face then all then gets imported into Mudbox to project onto a tori doll fbx that I've set up with the proper UVs so that it's 1:1 game-wise, and I begin the projection mapping process which is pretty time consuming, especially for the inner joints and getting the blending right between the faces

Then after this mapping is done I export all of these into affinity again to fix any blemishes that could exist i.e. between the triceps' middle parts or the feet which have these very contrasting lines so blending is a little more finnicky, after this I hop onto inkscape again in order to vectorize each texture to limit the colors in order to have a more cohesive color palette, I then sign each texture and mass rename to fit tori format and mass convert to tga to begin testing it ingame on my custom folder

If anything doesn't look up to par I'll go back a few steps and recheck everything

Then I make the trails and the ground texture usually, after convening with the client about how they'd like them to be

that's usually the process it usually takes like a week or so per set, sometimes less sometimes more if it's a more complex piece

software use is mostly:
Blender, affinity photo, mudbox, inkscape, and a couple py scripts for renaming and converting + the batch mode scripts for affinity photo in order to mass resize some elements and signing everything