So you might have been wondering where I've been for the past month. Hard at work essentially creating two very chonky projects. The first one being this animation, near 4 minutes long again... oh boy.
I'm quite happy how the lighting and the environment turned out on this one since I usually do more abstract backgrounds as environments, so having a fully realized scene working in an animation was definitely a challenge. It did give me a good chance to try out scifi panel and corridor crea...
2021-05-03 04:43:11 +0000 UTC
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As promised here are the decals I made for the RoboJudy project. They should work perfectly fine on their own, but the folder structure also enables them to be used with the Blender addon DECALmachine directly.
You can find the individual decals here:
https://drive.google.com/file/d/1yqihc1zl8Oh-Zw0ugqi17Bv1iRVIe9S-/view?usp=sharing
and the trim sheet ...
2021-03-26 19:34:39 +0000 UTC
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I'm working on a bunch new characters simultaneously. Here are some sculpting wips of them ^^
2021-03-26 19:19:20 +0000 UTC
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I wanted to make a tutorial for a long time now, but all things I could think of had been covered already. This topic at least to my knowledge hasn't been covered yet, and it's so important and easily overlooked that I thought this would be a good candidate.
If you work with Blender and do some texture work then maybe you'll get something useful out of this. If you do or don't lemme know so I can improve and make more if there is demand for it ^^
I made an example blend file which ...
2021-03-26 14:48:33 +0000 UTC
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An animation of RoboJudy playing with her breasts.
The video can be found here:
https://drive.google.com/file/d/1-aRbSzEWry8a4ix_kDB8b7wKhU0zg0Fw/view?usp=sharing
2021-03-12 14:05:12 +0000 UTC
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For the final composite of these images I rendered the scene both in Eevee and Cycles. The final blend is mostly the Cycles result, but with parts of Eevee mixed in where there is a high concentration of materials using subsurface scattering. So the breasts and the face are using mostly the Eevee portion. The vagina rendered better in Cycles however.
2021-03-03 14:31:37 +0000 UTC
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The individual stages texturing the mechanical parts of the model.
To get a higher level of detail I use a metal texture and use it as an overlay for the roughness and normal information. An additional thing that helps with the blending of the detail maps and the texture painted maps, is that the painted maps are being blurred slightly. This way resolution artifacts become invisible.
The cracks on the rusted version of her armor are decals and thus give a nice parallax effect, giv...
2021-03-03 14:31:25 +0000 UTC
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The organic parts have been textured, rigged and groomed.
One interesting thing about shading the hair was that I got a smoother blending of the individual hairs with the surface beneath in Eevee when I used a decent amount of subsurface scattering.
The objects are placed closer together during the painting process as the armor is textured separately and thus empty space can be stripped away. I keep those objects in a duplicate collection so I can reference their trans...
2021-03-03 14:31:14 +0000 UTC
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The cleanup process of the meshes. For most parts I did manual retopology which allows them to be subdivided with an all quad mesh. I took extra screenshots of the face topology if you want to use it as a guide. The red parts are loops and the blue are shape defining parts.
2021-02-18 17:40:26 +0000 UTC
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Once the basemesh had been cleanly created I could start detailing with the decals. The whole process is a mix between adding planar details and slicing the mesh with panel lines.
2021-02-18 17:02:38 +0000 UTC
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For this project I'm learning how to deal with decals. The cylinders are quickly filled with decals that are packaged with decalmachine. For RoboJudy however I made my own set of decals which I tested on the red and white balls.
I'm also planning to release the entire pack of my decals for all Terraformer supporters once I'm done with the project, so you can use them in your own projects. Each one of them was rendered out in a 1k resolution.
2021-02-18 16:48:36 +0000 UTC
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A look at the genitals and breasts of the model. In cyborg fashion they are detached from the rest and can be moved around. Both parts have sliding doors which move back into the armor and slide open. After that the organic parts slide out and sync up with the boundary of the holes. To retract them the process happens in reverse.
2021-02-18 16:44:37 +0000 UTC
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2021-02-18 16:10:58 +0000 UTC
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2021-02-18 16:09:51 +0000 UTC
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Hey guys, I got a new wip for ya. I'm currently doing a lot of training in hard surface to get this robot design to look correct. It's an uphill battle but I'm slowly beginning to understand the guidelines of hard surface modeling and sculpting. As of now this is still in a rather early state. Turns out when you deal with metal and plastic you can't have soft body deformations. WHO KNEW?! So an additional step that I learned must be taken when dealing with machines, is that you need to make s...
2021-02-05 16:08:36 +0000 UTC
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The 60 fps version of the Schism Growl animation.
The first version which is using speedup and slowdown can be found here
https://drive.google.com/file/d/1Lgu2HpiXpV8E7UJ5JIhk4G1xQZ2aUAHg/view?usp=sharing
If you want to have a look at the original animation without the speed adjustments, that version can be found here
2021-01-29 15:05:58 +0000 UTC
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The tongue tricks animation of the character Schism in 60fps UHD resolution.
Video is here:
https://drive.google.com/file/d/1h4ieVRdb8nGwe0Qn2oO0UgkE4TCC32Iy/view?usp=sharing
2021-01-22 14:31:36 +0000 UTC
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The tongue rig is finished, so here are some preview frames from an upcoming animation that shows off some tongue tricks
2021-01-15 17:30:57 +0000 UTC
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Okay, so this one is more of a technical update.
For the past week I've been working on creating scripts that will generate control and mechanism bones based on a collection of bones I give it.
The input is simply some bones that have been aligned in a grid (picture 1), and the end result should be some controllers that are positioned on the corners of the armature and pull the intermediate bones with them. The 7th-9th pictures show this behavior.
The system is based on ...
2021-01-08 17:54:35 +0000 UTC
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2021-01-08 17:27:31 +0000 UTC
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An update on the Kaiju boi's grooming, texturing and rigging stage
2020-12-31 16:29:15 +0000 UTC
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The new commissioned character I'm working on. The main learning focus on this project lies in shape design and adding organic armor pieces like scales to a character to give him a rough exterior while still making him feel appealing. You can see me put a lot of work into the initial shapes to make sure the silhouette works right. Once that part works out I feel like you can start refining.
You can see the dramatic design shift in about the middle of the image set when I reworked the char...
2020-12-23 23:21:38 +0000 UTC
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The third animation of the Allison exercise series in 60fps.
Video is here:
https://drive.google.com/file/d/10rR_Ff0fxd1f7BWDEqeFyGrITWKcp1uG/view?usp=sharing
2020-12-11 16:56:40 +0000 UTC
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The second animation of the Allison exercise series in 60fps.
Video is here:
https://drive.google.com/file/d/1C5O-UDVxqPakkR3BsLkM7ZNa7bMqnl-p/view?usp=sharing
2020-12-04 14:37:49 +0000 UTC
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The first animation of the Allison exercise series in 60fps.
Video is here:
https://drive.google.com/file/d/1Oszem6_ibTe3DvgC4vjzOy399JTQEq_J/view?usp=sharing
2020-11-27 15:17:17 +0000 UTC
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A series of behind the scenes images that I found interesting. In order of appearance
Dildo shader design
Vagina deformation tests
Handstand animation test
Mountain climber exercise animation tests
Arm corrective shapes for extension and flexion
Pushup animation tests
2020-11-27 15:12:40 +0000 UTC
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2020-11-20 15:33:48 +0000 UTC
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2020-11-14 17:30:08 +0000 UTC
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First pose and preliminary texturing of https://twitter.com/Talonblaze 's raptor girl which I had the pleasure of creating in 3d as a commission.
2020-11-14 17:24:11 +0000 UTC
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This project is more of an update on what I'm doing at the moment. I really wanted to strengthen my understanding and execution when it comes to anthro and human anatomy for a while now. So I've been studying and creating sculpts of individual body parts and full bodies. The main focus was on bones, muscles, fat, and secondary elements like ligaments and fascia.
The three characters posted here are the result of the main studies.
The goblin for fat, the big dude for muscles, a...
2020-11-07 16:46:33 +0000 UTC
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