Define a painted anime look: expressive brushwork, simplified shapes, cool forest shadows and warm lantern light. With human direction, Codex + Astra organise asset generation, Blender scene building and render iterations.
CONCEPT DEVELOPMENT · IMAGEGEN02 / CHARACTER DESIGN
Generating character views.
A small traveller in a vast forest. Generated front, back and angled views define a consistent character before building his volume.
FOUR GENERATED VIEWS03 / IMAGE TO 3D
Generating the 3D model.
A 3D generative model turns the views into a textured mesh. In Blender, it gains scale, a fitted rig and a painted surface that can move.
04 / CHARACTER SETUP
Rigging and posing.
The textured mesh is fitted to a skeleton in Blender. Skinning and pose corrections prepare the shoulders, arms and hands for the lantern-carrying animation.
3D GENERATIVE ANIMATION MODEL · FITTED BLENDER RIG05 / EQUIPMENT
Generating the backpack.
A generated canvas-and-leather backpack is fitted to his body. The straps follow the rig; the painted marks follow the surface.
06 / EQUIPMENT
Generating the lantern.
The lantern settles into his hand. Its glow, painted surface and warm light move together. The final finger grip is authored in Blender.
07 / MOTION
Generating animation.
Walk. Slow down. Turn all the way back. Hold. Continue. A 3D generative animation model generates the performance. Timing, pose and emotion are controlled by the artist completely directing the ai model.
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SCROLL TO MOVE THROUGH THE PERFORMANCE08 / SCENE ASSEMBLY
Assembling the environment.
Terrain, generated conifers, painted boulders and deadfall build the forest around a clear walking path. The assets share one scale, perspective and lighting setup in Blender.
EDITABLE TERRAIN · BLENDER09 / ENVIRONMENT ASSETS
Generating the trees.
A 3D generative model turns ImageGen views into conifer meshes. Painted materials and surface brushstrokes define the look; varied instances build the canopy and distant tree line.
10 / ENVIRONMENT ASSETS
Generating the boulders.
A generated stone mesh becomes irregular outcrops. Blender varies scale, rotation and burial depth; painted surfaces and moss connect the rocks to the hillside.
11 / ENVIRONMENT ASSETS
Stump + trunk assembly.
Two generated assets form the deadfall: a gnarled stump and a broken, hollow trunk. Painted surfaces and brush geometry preserve their texture; moss, branches and debris join them to the ground.
12 / BACKGROUND CHARACTERS
Building the monsters.
Six small forest spirits are built in Blender and placed behind the boulder banks. Solid heads, glowing eyes, independent blinks and head movement give the background its own animation.
13 / PAINTED SURFACES
Applying the painted look.
The base textured meshes gain stylised shading and surface-following brushstrokes. Scroll to compare the original materials with the complete painted treatment, using the same frame-one camera and lights.