Stephan Krosecz @stephank.bsky.social · 08/10/2026Also: another scene where the dark lighting allows them to just leave most of the background empty! And I just left it, because it still works! 1212
Stephan Krosecz @stephank.bsky.social · 07/10/2026Recently I learned they added Solid Snake to Rainbow Six, which is honestly kinda repugnant to me. But also they made him ugly for some reason?? How many insults must we endure 2171
Stephan Krosecz @stephank.bsky.social · 30/09/2026I genuinely pity people who this is true for. Having literally anything about yourself locked in during your high school years sounds miserable. 3244
Stephan Krosecz @stephank.bsky.social · 30/09/2026The clothed and shirtless models of Liquid were two separate objects in the game, but I've decided to just combine them into one full model where I mask out the clashing parts of his body when his coat is on. It'll be better in the long run, I think. 161
Stephan Krosecz @stephank.bsky.social · 29/09/2026You know, I never noticed how nasty these rooms are in MGS. 0171
Stephan Krosecz @stephank.bsky.social · 25/09/2026This is what you see right now if you visit my channel page. YouTube is still displaying all my videos and presumably benefitting from them, but I don't have any access to it. 1122
Stephan Krosecz @stephank.bsky.social · 21/09/2026Whipped this up in Blender, thinking about a potential short idea after I finally finish Stranger & The Strange. Procedural textures and fur generated using simple geometry nodes and some weight painting. 1266
Stephan Krosecz @stephank.bsky.social · 12/09/2026Honestly wild that all it takes is some lighting and a volume cube to make the exact same assets from the original MGS game look like this 1245
Stephan Krosecz @stephank.bsky.social · 11/09/2026Oh, and to be clear: stuff like this is what I'm talking about. These are just image textures that you can manipulate in order to make certain parts transparent. I've been doing it by just masking out the darkest values, not sure how exactly they did it originally. 140
Stephan Krosecz @stephank.bsky.social · 11/09/2026Something I noticed in composing this stage: every face that uses alpha information has an overlapping face that I have to delete to avoid shading issues. The overlapping faces also always arranged directly inverse to one another, and share the same texture. 251
Stephan Krosecz @stephank.bsky.social · 04/09/2026"It gives "alive vibes" and that's basically the same thing. Some scientists probably might say that." Again, I must point out that it they genuinely believed this it would be morally unacceptable for corporations to own and exploit them. But I assume they aren't making that argument. 1217
Stephan Krosecz @stephank.bsky.social · 29/08/2026The outdoors Genome Soldiers kinda look like little kids on a snow day whose moms made them wear their mittens 2351
Stephan Krosecz @stephank.bsky.social · 21/08/2026I just found out the submarine scene cheats perspective in order to fake a wide angle lens! It's easier to see when you look at the scene from the other side of the room. The foreground elements are scaled up, which I quickly discovered when I imported the models into the scene lol 1151
Stephan Krosecz @stephank.bsky.social · 21/08/2026I'm still pretty happy with this little Space Duck Video promo we made a while back Really wanted to try out making something a bit Spielberg-y (on an extremely small budget), and I feel like we were pretty successful 1233
Stephan Krosecz @stephank.bsky.social · 16/08/2026Part of why I love Buffy and Angel is that that's kinda the point of both shows, and it's kinda nice to see it expressed so often in them 020
Stephan Krosecz @stephank.bsky.social · 03/08/2026I keep blocking them and they won't leave me alone 2162
Stephan Krosecz @stephank.bsky.social · 20/07/2026Studios are making less movies for more money and now they're essentially pushing CinemaScope? Wow, it's the 1950s film industry all over again! 5354
Stephan Krosecz @stephank.bsky.social · 12/07/2026Been making a nasty little guy in my spare time this week Used liquid latex mixed with acrylic paint and some nylon flocking for the final couple layers. 1221
Stephan Krosecz @stephank.bsky.social · 10/07/2026Every single artform I dabble in helps improve and inform my work in another. I realized puppet patterns look like UV maps, so I built a 3D model of the character and made a functional pattern with it. Literally just finished building the puppet, too. 2263
Stephan Krosecz @stephank.bsky.social · 21/06/2026Only Teor is Teor. This one felt appropriate right now, so did another quick @criticalrole.bsky.social animation. Audio: Campaign 4, Episode 7 114436
Stephan Krosecz @stephank.bsky.social · 15/06/2026Thaisha has an awkward question for Sir Julien... #CriticalRole Audio: @criticalrole.bsky.social Campaign 4, Episode 15 06219
Stephan Krosecz @stephank.bsky.social · 11/06/2026Been while since I had fun making a little fan animation thing, so I'm working on something short from #CriticalRole Campaign 4 Whomever can guess the scene wins 100 points 1336
Stephan Krosecz @stephank.bsky.social · 10/06/2026Important to this process is making sure this soft version of the mask is created first. It allows me to dial in the inner and outer colors as well as overlay different effects over it to stylize it in different ways. I used a voronoi texture to make it look more angular. #blender3d 180
Stephan Krosecz @stephank.bsky.social · 10/06/2026Here's that fire I was talking about. Took a good amount of trial and error, but I finally got it stylized how I wanted. 37512
Stephan Krosecz @stephank.bsky.social · 02/06/2026Marty. You should know better. Storyboard artists are important artists for the process. 3365
Stephan Krosecz @stephank.bsky.social · 31/05/2026Btw tried something new with the thumbnail here Redrew and repainted frames from the show to try and put together something more dynamic than we could make otherwise. 827337
Stephan Krosecz @stephank.bsky.social · 31/05/2026Also the sky is procedural, but I think I got pretty damn close 1130
Stephan Krosecz @stephank.bsky.social · 31/05/2026It's a lot more involved than it looks lol After I export the model from the game disc there's a bunch of cleanup to do and reinterpretation of tricks they used to get certain effects. Then lighting is its own thing as well, because the textures on their own look VERY different from the final game 190
Stephan Krosecz @stephank.bsky.social · 30/05/2026This is a cinematography breakdown, but I really enjoy the implication that he is mystified by the act of crying 0314
Stephan Krosecz @stephank.bsky.social · 02/05/2026He looks like a really unflattering caricature of Peter Lorre 2102
Stephan Krosecz @stephank.bsky.social · 02/05/2026Did a little more tweaking. This is what I'm settling on for now. It's not perfect, I'd do a better job on a per-frame basis by just drawing something in Aseprite. But I also think the first assumption wouldn't be that this is a 3D model pumped through a filter, so I think it's overall a win. 081
Stephan Krosecz @stephank.bsky.social · 02/05/2026Also fun fact: if you want to limit the rgb info to 256 colors you can use these nodes. They work in both the shader and the compositor. 181
Stephan Krosecz @stephank.bsky.social · 02/05/2026In my continued stylized Blender experiments: a 16-bit character created in the compositor from a 3D model. I tried this with voxels and rigging up empties to specifically shade stuff, but it looked worse than this method. 3D model uses the new toonshader I built to work in Blender 5.1 1141
Stephan Krosecz @stephank.bsky.social · 30/04/2026Also did they desaturate the photo to make him look already dead, or did he come out the box looking like that in real life 1161