The way I made the pattern on the cape has got to be the dumbest, most overcomplicated solution to a simple problem I have ever come up with. Pictures below.
The pattern: it’s a curve with a bunch of stuff instanced on it with geo nodes, then rendered with a flat shader and orthographic camera to make it look 2D. I literally could have drawn it and it would have probably been faster
Nice Work as Usual! heck that’s actually a smart idea for generating complex patterns and even reliefs to 2d… do you mind sharing that geo node setup? does it deform with a curve or is a curve as a guide that bends the position/rotation of the objects along the normals?
It’s objects instanced along a curve, aligned to the normal and tangent of the curve. One object for the small scales, one for the big ones, and two “solidified” curves for the dividing lines. Both scale objects have an outline created with the “inverted hull” method.
Here’s the file, it’s a bit hard to read though and the whole thing falls apart if you change any stuff in the nodes.
No matter how (technically …) you did it, I really like the way that the tendrils from the end of the wand suggest to me an hourglass, not the “swirls” from the concept art.
So … Might this seductress actually be an Aspect of Fate? Sometimes, "it’s all in the unanswered suggestion …" And I like it.
The flow-y stuff along the staff is a noise texture stretched along a plane. The particles falling from the core are tiny ico spheres scattered with Geo Nodes.
Both have an emissive material to give them the glow, although I boosted it a lot more later in comp.