Challenge of 3D

3D is a challenge, there’s no doubt about that. All art is. Ask any artist and you’ll find very few who can say they didn’t spend a lot of time practicing to improve and the best ones are always looking for ways to improve further.

3D is no exception. Sure, the computer helps, but it can’t do the job itself. Sorry, we don’t have robots like the ones in I, Robot. So, no artistic computer. This means a person still has to create the scene.

True, sometimes it’s just fun to play around with a scene and see what happens. The result isn’t always good, though. Creating anything is a journey.

A playful mix of 2D and 3D. The result of a lot of practice!

The fun of creating does tend to be the journey. From posing nudes to paint hair and clothes to rendering HDRI and playing with a character using the HDRI as the background and light source. While the latter sounds easy, it’s not. There’s some pretty fussy settings involved and it’s taken many hours of practice – there’s a lot of that! – to get it right.

You’ll be agreeing with Anaplkete here a lot! There’s usually one little setting that can easily be overlooked that ruins a render.

Like anything, practice is the key. As the song in Barbie Princess Power says, “take a chance, mess it up! That’s okay we’re big enough to try it again!” For anyone looking to see what happens when you practice, that movie is a good choice. There’s plenty of messing up and practicing.

The real challenge of 3D is to practice constantly. Sometimes practicing is just simply having fun and sometimes it’s messing up to learn from the mistakes. Oh yes, don’t be afraid to tinker around with the out-of-the-box models. Not everyone is a skilled modeler!

Now, modeling has its own challenges and that’s something for an entirely different article. Anyone who thinks the out-of-the-box models can’t create art… well, that’s just silly.

So, is 3D a challenge? Absolutely. Is it art? Well, what else would it be called? It’s certainly not lazy and definitely takes a lot of time to learn, just like any other art form. The real challenge of 3D is to learn it. Like anything else, master the basics and it gets considerably more fun, but there’s always something new to learn!

Using 3D to make comic books part 5

Using 3D to make comic books is a process that can be both rewarding and frustrating. Too often you’ll hear “3D isn’t art!” or similar. I’ve even heard “You should use Poser because Daz Studio is a crappy freebie!” Personally, I laugh and walk away from both.

To the “3D isn’t art” people, (if I were to bother arguing, which I don’t!) the question would be simple: what is it, then? Okay, I’m not putting pencil to paper, but even drawing in Photoshop isn’t putting pencil to paper. Does that make it not art, too? Movies are very much like 3D. I have to think like a director. Where do I want the lights, cameras, actors, props and even special effects? So, if 3D isn’t art, what are movies?

As for the “you should use Poser” bunch, I can simply say “to each his own.” I’ve played with Poser and frankly, didn’t like it much. I found the UI clunky and difficult to navigate, but that’s just me. I could easily say “Poser is expensive and has a crappy user interface, Daz is better because it’s a freebie!” To counter both, I could argue Blender is better or Zbrush. It’s merely a matter of personal preference there. For me, there’s features I like from many different programs that do different things. For example, there’s things I prefer doing in Gimp over Photoshop and vice versa.

Using 3D to make comic books has many challenges. The learning curve, the harsh (and sometimes stupid-sounding) critics and a whole lot of other things. Is it easier than putting pencil to paper the traditional way? No. You might not have to worry about proportion and shading, but you will have to worry about camera angle and lighting, which can be just as hard to figure out. Just like traditional comic book art, using 3D to make comic books is far from being easy. It might make a few things easier, but other things easily make it harder.

True, having a complete library of ready-to-go characters makes them easier, but that’s only one small piece of the puzzle. The comic book would be awful boring with an empty scene that only has a dressed character in a T pose and no lighting or cameras, right? Just because the characters and a few other things might be ready-to-go, doesn’t make it ready-to-render out of the box.

Take Blue Nite Soldier in the render above for example. That took about two hours to setup. The background and lighting were covered by an HDRI and yes, that makes things a little easier, but he originally popped out so brightly that it looked like he was a paper cut-out simply pasted on the background instead of a character in the scene. Even his sword blended into the background. Safe to say, there was a long list of problems that made the scene look awful.

For him to look like he belonged (mind you, this scene was simply for practice) he needed a counterpart that already looked like he belonged. Sorry, Zelda fans, but I’m not posting the renders that include him, but I will say he helped our boy Blue Nite Soldier look better. Link happens to be similar enough to Blue Nite Soldier that a pose that looked good for one, looked good for the other. He also already looked like he belonged in the scene, so using him for reference to tweak Blue’s appearance worked nicely.

Now, I’m well aware that Blue’s cape has the “stiff” complaint as a possibility, but hear me out on this: for practice, dynamic cloth isn’t really worth the trouble. Even on a faster computer, it takes time to drape and get the wind forces just right. Where a morphing “stiff” cape lets me focus on practicing the pose and camera setup instead while still looking reasonably decent. I call it his practice cape. If I want to practice with his dynamic cape, I’d be doing that, but I wasn’t in this case. True, it’s possible for me to use either one in the books. If he’s in the background doing something, he’s more likely to have the morphing cape, but if he’s in the foreground doing something, the dynamic cape would look much better. For him, it’s a situational piece of his outfit.

Looking once again at that scene, there are a couple flaws: he’s got a bit of poke-through on his leg and his right hand (the one not holding the sword) blends in with the background so it’s harder to see. So, as you can see, it’s not a perfect scene. Were I to move his right arm a little and adjust his pants (or shoes), it would be potentially an excellent book cover or poster. He’s photo-realistic with a cool pose, interesting camera angle and good background.

Is using 3D to make comic books hard? Absolutely. Especially since learning to use the programs can be the hardest step of all! Finding the right program for your preferences alone can be a major challenge. I’ve tried a good variety and usually find myself coming right back to Daz Studio. That doesn’t stop me from learning about others and maybe find a niche where they can help my workflow. Carrara’s a great example of that.

Carrara’s best described as Daz’s “big sister” program, though it seems to have been abandoned. Sadly, there aren’t a lot of tutorials for using it (that I’ve been able to find) but I’ve found it a wonderful niche in my workflow: creating HDRI renders. What would take Daz potentially days, Carrara does in about 20 minutes. Even better, they share the 3D library that houses all the scenes and props. True, Carrara doesn’t always like loading these things the way Daz does, but a little tweaking goes a long way and the result is worth some argument. There’s plenty still to learn about Carrara and more often than not, I find myself fumbling along in the dark through trial and error. Yet, things like this:

Allow for both fun and practice. Sometimes, also for special effects in the books, as well.

As difficult as using 3D to make comic books is, it’s not really any harder or easier than traditional media. It might make some things easier only to make others harder, so saying it’s easy isn’t true at all. That simple video clip of the blocks falling? It’s a blooper. It wasn’t supposed to do that until something hit them. The scene above that’s a kitchen? That’s a straight-out-of-the-box setup except for my making the lights into light-emitting surfaces and even that took a good amount of time to get just right.

Is it easy? No. Can it be fun and seem easy? Sure. There’s plenty of basics that, once learned, can become like second nature and to a complete novice seem easy. Again, the same can be said of traditional media. An artist that’s been painting for, say, 5 years, looks like an expert to someone that’s been painting only a week. The person that’s been at it longer makes it look easy because they’ve been practicing for a much longer time. So, is 3D art? Yes. Can it seem easy to someone who hasn’t used it? Definitely.

It’s easy to be discouraged by haters and doubters. Just know this: when 3D catches on as an accepted media (and it will eventually catch on!) for comic books, remember who the haters and doubters were. Then watch them change their opinion in a hurry when they see how much better you’ve gotten despite their hate and doubt. The real takeaway here is simple: never stop practicing!

Using 3D to make comic books part 2

Using 3D to make comic books, for a beginner, DAZ Studio is a good one. It’s free, it’s not too difficult to handle until you start getting into the more advanced features, but for setting up and lighting a scene, it’s excellent for learning. Personally, I dove in with Poser 7.

Poser’s good, but I found myself often having trouble using it despite having a book to guide me. Other programs offer more heavy-duty features for making props, clothing, hair and other things, but as they get fancier, they get more expensive.

A leading complaint against using 3D I’ve often mentioned is that 3D figures and clothes look stiff and lifeless. You’ll be confronted by this, so be ready for it. I’ve begun to counteract it by making things more dynamic. Dynamic meaning realistic simulation of cloth in particular.

The other half of that complaint likely has to do with the lighting of the actor and its textures. That would mean it’s wise to pay close attention to the lighting of the scene when you do renders.

Just like pencil and paper, you need to pay close attention to even the smallest details in your renders as these are actually more noticeable in 3D unless you use depth of field to blur out the boo-boos in the background. What about the boo-boos of the character?

Some don’t like to be posed certain ways and can even poke through their clothes despite fixes. Well, post work is useful if you just can’t get the 3D to behave the way you want it to. The GIMP is an excellent freebie image editor that’s lightweight and easy on the computer.

One thing that’s been extremely handy for me is the ability to render scenes even on my little 2-in-1 Windows 10 tablet. Taking my library on the go and setting up characters, or even scenes has been a heavy-duty time saver, but it just doesn’t have the power of the computer.

That means I need programs that aren’t resource intense. DAZ and GIMP are a spectacular combination for this. Unless I setup a heavily complicated scene, my little tablet can render it. If I do setup a heavily complicated scene, I can save it to render on the computer.

 

 

Challenge of 3D

3D is a challenge, there’s no doubt about that. All art is. Ask any artist and you’ll find very few who can say they didn’t spend a lot of time practicing to improve and the best ones are always looking for ways to improve further.

3D is no exception. Sure, the computer helps, but it can’t do the job itself. Sorry, we don’t have robots like the ones in I, Robot. So, no artistic computer. This means a person still has to create the scene.

True, sometimes it’s just fun to play around with a scene and see what happens. The result isn’t always good, though. Creating anything is a journey.

A playful mix of 2D and 3D. The result of a lot of practice!

The fun of creating does tend to be the journey. From posing nudes to paint hair and clothes to rendering HDRI and playing with a character using the HDRI as the background and light source. While the latter sounds easy, it’s not. There’s some pretty fussy settings involved and it’s taken many hours of practice – there’s a lot of that! – to get it right.

You’ll be agreeing with Anaplkete here a lot! There’s usually one little setting that can easily be overlooked that ruins a render.

Like anything, practice is the key. As the song in Barbie Princess Power says, “take a chance, mess it up! That’s okay we’re big enough to try it again!” For anyone looking to see what happens when you practice, that movie is a good choice. There’s plenty of messing up and practicing.

The real challenge of 3D is to practice constantly. Sometimes practicing is just simply having fun and sometimes it’s messing up to learn from the mistakes. Oh yes, don’t be afraid to tinker around with the out-of-the-box models. Not everyone is a skilled modeler!

Now, modeling has its own challenges and that’s something for an entirely different article. Anyone who thinks the out-of-the-box models can’t create art… well, that’s just silly.

So, is 3D a challenge? Absolutely. Is it art? Well, what else would it be called? It’s certainly not lazy and definitely takes a lot of time to learn, just like any other art form. The real challenge of 3D is to learn it. Like anything else, master the basics and it gets considerably more fun, but there’s always something new to learn!

Challenge of 3D

3D is a challenge, there’s no doubt about that. All art is. Ask any artist and you’ll find very few who can say they didn’t spend a lot of time practicing to improve and the best ones are always looking for ways to improve further.

3D is no exception. Sure, the computer helps, but it can’t do the job itself. Sorry, we don’t have robots like the ones in I, Robot. So, no artistic computer. This means a person still has to create the scene.

True, sometimes it’s just fun to play around with a scene and see what happens. The result isn’t always good, though. Creating anything is a journey.

A playful mix of 2D and 3D. The result of a lot of practice!

The fun of creating does tend to be the journey. From posing nudes to paint hair and clothes to rendering HDRI and playing with a character using the HDRI as the background and light source. While the latter sounds easy, it’s not. There’s some pretty fussy settings involved and it’s taken many hours of practice – there’s a lot of that! – to get it right.

You’ll be agreeing with Anaplkete here a lot! There’s usually one little setting that can easily be overlooked that ruins a render.

Like anything, practice is the key. As the song in Barbie Princess Power says, “take a chance, mess it up! That’s okay we’re big enough to try it again!” For anyone looking to see what happens when you practice, that movie is a good choice. There’s plenty of messing up and practicing.

The real challenge of 3D is to practice constantly. Sometimes practicing is just simply having fun and sometimes it’s messing up to learn from the mistakes. Oh yes, don’t be afraid to tinker around with the out-of-the-box models. Not everyone is a skilled modeler!

Now, modeling has its own challenges and that’s something for an entirely different article. Anyone who thinks the out-of-the-box models can’t create art… well, that’s just silly.

So, is 3D a challenge? Absolutely. Is it art? Well, what else would it be called? It’s certainly not lazy and definitely takes a lot of time to learn, just like any other art form. The real challenge of 3D is to learn it. Like anything else, master the basics and it gets considerably more fun, but there’s always something new to learn!

Using 3D to make comic books part 2

Using 3D to make comic books, for a beginner, DAZ Studio is a good one. It’s free, it’s not too difficult to handle until you start getting into the more advanced features, but for setting up and lighting a scene, it’s excellent for learning. Personally, I dove in with Poser 7.

Poser’s good, but I found myself often having trouble using it despite having a book to guide me. Other programs offer more heavy-duty features for making props, clothing, hair and other things, but as they get fancier, they get more expensive.

A leading complaint against using 3D I’ve often mentioned is that 3D figures and clothes look stiff and lifeless. You’ll be confronted by this, so be ready for it. I’ve begun to counteract it by making things more dynamic. Dynamic meaning realistic simulation of cloth in particular.

The other half of that complaint likely has to do with the lighting of the actor and its textures. That would mean it’s wise to pay close attention to the lighting of the scene when you do renders.

Just like pencil and paper, you need to pay close attention to even the smallest details in your renders as these are actually more noticeable in 3D unless you use depth of field to blur out the boo-boos in the background. What about the boo-boos of the character?

Some don’t like to be posed certain ways and can even poke through their clothes despite fixes. Well, post work is useful if you just can’t get the 3D to behave the way you want it to. The GIMP is an excellent freebie image editor that’s lightweight and easy on the computer.

One thing that’s been extremely handy for me is the ability to render scenes even on my little 2-in-1 Windows 10 tablet. Taking my library on the go and setting up characters, or even scenes has been a heavy-duty time saver, but it just doesn’t have the power of the computer.

That means I need programs that aren’t resource intense. DAZ and GIMP are a spectacular combination for this. Unless I setup a heavily complicated scene, my little tablet can render it. If I do setup a heavily complicated scene, I can save it to render on the computer.

 

 

Challenge of 3D

3D is a challenge, there’s no doubt about that. All art is. Ask any artist and you’ll find very few who can say they didn’t spend a lot of time practicing to improve and the best ones are always looking for ways to improve further.

3D is no exception. Sure, the computer helps, but it can’t do the job itself. Sorry, we don’t have robots like the ones in I, Robot. So, no artistic computer. This means a person still has to create the scene.

True, sometimes it’s just fun to play around with a scene and see what happens. The result isn’t always good, though. Creating anything is a journey.

A playful mix of 2D and 3D. The result of a lot of practice!

The fun of creating does tend to be the journey. From posing nudes to paint hair and clothes to rendering HDRI and playing with a character using the HDRI as the background and light source. While the latter sounds easy, it’s not. There’s some pretty fussy settings involved and it’s taken many hours of practice – there’s a lot of that! – to get it right.

You’ll be agreeing with Anaplkete here a lot! There’s usually one little setting that can easily be overlooked that ruins a render.

Like anything, practice is the key. As the song in Barbie Princess Power says, “take a chance, mess it up! That’s okay we’re big enough to try it again!” For anyone looking to see what happens when you practice, that movie is a good choice. There’s plenty of messing up and practicing.

The real challenge of 3D is to practice constantly. Sometimes practicing is just simply having fun and sometimes it’s messing up to learn from the mistakes. Oh yes, don’t be afraid to tinker around with the out-of-the-box models. Not everyone is a skilled modeler!

Now, modeling has its own challenges and that’s something for an entirely different article. Anyone who thinks the out-of-the-box models can’t create art… well, that’s just silly.

So, is 3D a challenge? Absolutely. Is it art? Well, what else would it be called? It’s certainly not lazy and definitely takes a lot of time to learn, just like any other art form. The real challenge of 3D is to learn it. Like anything else, master the basics and it gets considerably more fun, but there’s always something new to learn!

Using 3D to make comic books part 5

Using 3D to make comic books is a process that can be both rewarding and frustrating. Too often you’ll hear “3D isn’t art!” or similar. I’ve even heard “You should use Poser because Daz Studio is a crappy freebie!” Personally, I laugh and walk away from both.

To the “3D isn’t art” people, (if I were to bother arguing, which I don’t!) the question would be simple: what is it, then? Okay, I’m not putting pencil to paper, but even drawing in Photoshop isn’t putting pencil to paper. Does that make it not art, too? Movies are very much like 3D. I have to think like a director. Where do I want the lights, cameras, actors, props and even special effects? So, if 3D isn’t art, what are movies?

As for the “you should use Poser” bunch, I can simply say “to each his own.” I’ve played with Poser and frankly, didn’t like it much. I found the UI clunky and difficult to navigate, but that’s just me. I could easily say “Poser is expensive and has a crappy user interface, Daz is better because it’s a freebie!” To counter both, I could argue Blender is better or Zbrush. It’s merely a matter of personal preference there. For me, there’s features I like from many different programs that do different things. For example, there’s things I prefer doing in Gimp over Photoshop and vice versa.

Using 3D to make comic books has many challenges. The learning curve, the harsh (and sometimes stupid-sounding) critics and a whole lot of other things. Is it easier than putting pencil to paper the traditional way? No. You might not have to worry about proportion and shading, but you will have to worry about camera angle and lighting, which can be just as hard to figure out. Just like traditional comic book art, using 3D to make comic books is far from being easy. It might make a few things easier, but other things easily make it harder.

True, having a complete library of ready-to-go characters makes them easier, but that’s only one small piece of the puzzle. The comic book would be awful boring with an empty scene that only has a dressed character in a T pose and no lighting or cameras, right? Just because the characters and a few other things might be ready-to-go, doesn’t make it ready-to-render out of the box.

Take Blue Nite Soldier in the render above for example. That took about two hours to setup. The background and lighting were covered by an HDRI and yes, that makes things a little easier, but he originally popped out so brightly that it looked like he was a paper cut-out simply pasted on the background instead of a character in the scene. Even his sword blended into the background. Safe to say, there was a long list of problems that made the scene look awful.

For him to look like he belonged (mind you, this scene was simply for practice) he needed a counterpart that already looked like he belonged. Sorry, Zelda fans, but I’m not posting the renders that include him, but I will say he helped our boy Blue Nite Soldier look better. Link happens to be similar enough to Blue Nite Soldier that a pose that looked good for one, looked good for the other. He also already looked like he belonged in the scene, so using him for reference to tweak Blue’s appearance worked nicely.

Now, I’m well aware that Blue’s cape has the “stiff” complaint as a possibility, but hear me out on this: for practice, dynamic cloth isn’t really worth the trouble. Even on a faster computer, it takes time to drape and get the wind forces just right. Where a morphing “stiff” cape lets me focus on practicing the pose and camera setup instead while still looking reasonably decent. I call it his practice cape. If I want to practice with his dynamic cape, I’d be doing that, but I wasn’t in this case. True, it’s possible for me to use either one in the books. If he’s in the background doing something, he’s more likely to have the morphing cape, but if he’s in the foreground doing something, the dynamic cape would look much better. For him, it’s a situational piece of his outfit.

Looking once again at that scene, there are a couple flaws: he’s got a bit of poke-through on his leg and his right hand (the one not holding the sword) blends in with the background so it’s harder to see. So, as you can see, it’s not a perfect scene. Were I to move his right arm a little and adjust his pants (or shoes), it would be potentially an excellent book cover or poster. He’s photo-realistic with a cool pose, interesting camera angle and good background.

Is using 3D to make comic books hard? Absolutely. Especially since learning to use the programs can be the hardest step of all! Finding the right program for your preferences alone can be a major challenge. I’ve tried a good variety and usually find myself coming right back to Daz Studio. That doesn’t stop me from learning about others and maybe find a niche where they can help my workflow. Carrara’s a great example of that.

Carrara’s best described as Daz’s “big sister” program, though it seems to have been abandoned. Sadly, there aren’t a lot of tutorials for using it (that I’ve been able to find) but I’ve found it a wonderful niche in my workflow: creating HDRI renders. What would take Daz potentially days, Carrara does in about 20 minutes. Even better, they share the 3D library that houses all the scenes and props. True, Carrara doesn’t always like loading these things the way Daz does, but a little tweaking goes a long way and the result is worth some argument. There’s plenty still to learn about Carrara and more often than not, I find myself fumbling along in the dark through trial and error. Yet, things like this:

Allow for both fun and practice. Sometimes, also for special effects in the books, as well.

As difficult as using 3D to make comic books is, it’s not really any harder or easier than traditional media. It might make some things easier only to make others harder, so saying it’s easy isn’t true at all. That simple video clip of the blocks falling? It’s a blooper. It wasn’t supposed to do that until something hit them. The scene above that’s a kitchen? That’s a straight-out-of-the-box setup except for my making the lights into light-emitting surfaces and even that took a good amount of time to get just right.

Is it easy? No. Can it be fun and seem easy? Sure. There’s plenty of basics that, once learned, can become like second nature and to a complete novice seem easy. Again, the same can be said of traditional media. An artist that’s been painting for, say, 5 years, looks like an expert to someone that’s been painting only a week. The person that’s been at it longer makes it look easy because they’ve been practicing for a much longer time. So, is 3D art? Yes. Can it seem easy to someone who hasn’t used it? Definitely.

It’s easy to be discouraged by haters and doubters. Just know this: when 3D catches on as an accepted media (and it will eventually catch on!) for comic books, remember who the haters and doubters were. Then watch them change their opinion in a hurry when they see how much better you’ve gotten despite their hate and doubt. The real takeaway here is simple: never stop practicing!

Using 3D to make comic books part 2

Using 3D to make comic books, for a beginner, DAZ Studio is a good one. It’s free, it’s not too difficult to handle until you start getting into the more advanced features, but for setting up and lighting a scene, it’s excellent for learning. Personally, I dove in with Poser 7.

Poser’s good, but I found myself often having trouble using it despite having a book to guide me. Other programs offer more heavy-duty features for making props, clothing, hair and other things, but as they get fancier, they get more expensive.

A leading complaint against using 3D I’ve often mentioned is that 3D figures and clothes look stiff and lifeless. You’ll be confronted by this, so be ready for it. I’ve begun to counteract it by making things more dynamic. Dynamic meaning realistic simulation of cloth in particular.

The other half of that complaint likely has to do with the lighting of the actor and its textures. That would mean it’s wise to pay close attention to the lighting of the scene when you do renders.

Just like pencil and paper, you need to pay close attention to even the smallest details in your renders as these are actually more noticeable in 3D unless you use depth of field to blur out the boo-boos in the background. What about the boo-boos of the character?

Some don’t like to be posed certain ways and can even poke through their clothes despite fixes. Well, post work is useful if you just can’t get the 3D to behave the way you want it to. The GIMP is an excellent freebie image editor that’s lightweight and easy on the computer.

One thing that’s been extremely handy for me is the ability to render scenes even on my little 2-in-1 Windows 10 tablet. Taking my library on the go and setting up characters, or even scenes has been a heavy-duty time saver, but it just doesn’t have the power of the computer.

That means I need programs that aren’t resource intense. DAZ and GIMP are a spectacular combination for this. Unless I setup a heavily complicated scene, my little tablet can render it. If I do setup a heavily complicated scene, I can save it to render on the computer.

 

 

Happy New Year!

Happy New Year! Hope everyone’s looking forward to a good one! Despite the pandemic, there’s been plenty going on. For now, the books are on hold, but there’s plenty available to read already! Don’t take this as meaning we’ve been idle! Far from. Matter of fact, there’s been a good amount of practice for future books going on.

An impressive dungeon with light emitting surfaces.

This is a prime example of practicing. With what? Light emitting surfaces. The lava on the floor and the torches on the wall are the only light sources for this spooky dungeon scene.

The plan for this happy new year is to continue practicing to really hone the skill needed for upcoming books. Any fan of the books available on this site will tell you there is definitely an artistic evolution throughout the series – all of them! This is what gives them a unique feel and charm that fans tend to love so much. So, while there are books ready to be released (not telling which ones!) they may see some adjusting before they’re actually released potentially later this new year. At least, that’s the plan. As we’ve seen, the best laid plans can go awry, but it’s a good goal to have, right? So, when we’re able to release new books, you can bet we’ll likely have a lot of fun doing it!

Keep your eyes peeled for future updates both here and in our Facebook group! Updates may also include practice renders like that dungeon above or like this:

George, Firebright and Daybright frolicking in a pretty meadow with a waterfall.

A pretty scene for the steeds to be frolicking in, isn’t it? That’s George grazing, Firebright leaping and Daybright rolling. This is simple practice for posing, lighting and composition.

Chibi Dream Angel just looking for fun and being cute!

Okay, this one is just plain fun, but she’ll be seeing you in the books in her non-chibi form soon! Happy New Year again!