chibi cg

I am participating this event hosted by @mysticmessimagines

So this is my first submitted art for yoosung^^ I decided to redraw his valentine after ending cg in chibi ver. I want to do it for all members but I am very slow at progressing idk wether I will be able to catch it or not lolol but I will likely finish it^^

Happy Valentines Day~

Yoosung | Saeran | Saeyoung | Zen | Jaehee | Jumin


Hajime Saito (non-Chibi) CGs - Hakuōki: Yuugiroku Tai-shi-tachi no dai enkai (薄桜鬼 遊戯録 隊士達の大宴会) (2016)

Post 1 of 2 for Hajime Saito’s non-Chibi CGs.

Link to Part 2

While I thoroughly adore the pure crack fanfiction-ness of this game, I thought the CGs were very, very pretty and should get some attention of their own.

_へ__(‾◡◝ )>


Got a new tutorial up on @linkedinlearningcreative on how to make character mouths in #C4D! Search ‘Mograph Weekly’ on!

#eyedesyn #c4d #cinema4d #maxon #adobe #behance #cg #celshading #3d #ae #creativecloud #adobelive #mochi #anime #chibi #character #animation #mograph #motiongraphics #motiondesign #AfterEffects #character #tutorial #c4dtutorial

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Top 10 Anime Deaths

Tragic death of the demon commander.

Update on Context (to the best of my ability): Apparently all of the Captains are barred from leaving/going out/going to Shimibara. Souji in particular is considered a high flight risk, and is being watched by Yamazaki (on behalf Kondou and Hijikata). In response, he has built a secret exit/tunnel within the compound.

Update 2: So this happened.

Hello, everyone! Alcor (GUI designer) here.

NaNoRenO is quickly approaching, and we can barely believe that it’s been a year since we began working on Lads in Distress! Several members of the team (myself included) will be working on other games this March, and we’ll definitely have more news about that soon. (See under the cut for more information if you’re interested!)

Before I dive into my NaNo projects, I wanted to present our new logo and some previews of the updated GUI. The logo is a much cleaner version of the one we posted 4 months ago. We had feedback that some aspects of the old GUI were unclear, so I hope the new GUI is more user-friendly. What do you think?

(Please note that the GUI previews are mockups and not programmed, and may be slightly different in the actual game!)

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