I haven't worked on Beelstarmon for a long time that I've honestly forgotten how far the progress I've made with her.
The rigging on the jacket isn't perfect but it's got enough rigging that the holsters don't get in the way when the jacket is posed.
The main obstacles right now are the hair and texturing. They're still a handful but I'm glad that I got past the tricky parts.
またね!
2024-05-21 12:33:33 +0000 UTC
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I'm finally slowly crawling back to working on some content. Studying game dev has been exhausting but surprisingly productive. I'm still far from showing any concrete progress on my own game though.
After dabbling around Blender I'm kinda disappointed on its limitations after going deeper into its features. Geometry nodes are cool but they're don't have the features I was looking for and project linking is lacking because library overrides are not fully implemented as I expected.
2024-05-19 05:44:02 +0000 UTC
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Sorry for the lack of updates. I was planning to give an update after some significant updates on the models but it's taking longer than I expected. For now, my focus is on updating the older models and Beelstarmon. Due to my current situation, I don't have much free time as I used to but I'm still determined to get things done.
For now, the reason why the older models have not been updated to 4.0 yet is I've been recently in a learning rabbit hole and have started to notice more things...
2024-03-16 02:00:02 +0000 UTC
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Features:
-Can change from petal limbs to human limbs
Project Linking:
-Select Collection > Lilamon to link the character from another project.
-Run the included scripts to use the custom rig UIs.
Other notes:
-It's recommended to use shape keys for the petal fingers and toes to get the desired deformations.
2023-12-27 01:00:03 +0000 UTC
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Setting up Lilamon preview renders! I'm very sorry for the lack of update. I had to hustle for the past months for commissions to make ends meet due to some unexpected things happening. Despite just one month left, I'll still try to release Lilamon before the year ends. Unfortunately the limb style will be currently limited to humanoid and the original as the semi-human style requires more time to design.
In addition, with the release of Blender 4.0, armature layers can now go beyond th...
2023-11-29 15:00:08 +0000 UTC
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Before fully committing on working with Lilamon, I wanted to reach some milestones with Beelstarmon first. I wanted to finalize the design around the zippers and guns, rig the belts, and details for the gloves and pants. As much as it was fun to model, the zipper design required the model to have a high polycount to make the deformations more consistent. I'll most likely need to implement a viewport optimizer in the custom UI to make posing performance better.
2023-08-27 07:00:02 +0000 UTC
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Been testing on the Lillmon model. I kinda like how the scene turned out so I'm planning to make a still render of it in the future. Model linking is working out well but it does annoy me how you still can't add shape keys on overrides.
またね!
2023-08-20 00:59:59 +0000 UTC
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A small update has been made with Angewomon and Lillymon.
Angewomon
-Rig fixes.
-Added heart pupils.
-Can now be properly linked from another project where the custom UI will now work properly.
Lillymon
-Optimized textures.
-Tweaked some deformations.
I plan to create branch versions for experimental versions which will only be available for patrons, things such as experimental rigs or features that I need some ...
2023-07-31 14:00:09 +0000 UTC
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Decided to revisit earlier models and make them less shitty as a way of "taking a break". Sakuyamon is one of the earlier models that I've worked on way back when Angewomon was still unreleased. I even got as far as creating a really cool rig for her shoulder pads, hopefully I'll still remember how it works. Here I updated her body as well as her skin suit. I went overboard on the size of her honkers I think.
By order of release it'll be Lilamon > Beelstarmon > Sakuyamon. If thing...
2023-07-20 14:00:07 +0000 UTC
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Features:
-Optional eyelashes for style preference.
-Clothes for posing parts of the clothes and some correcting.
Project Linking:
-Select Collection > Lillymon to link the character from another project.
-Run the included scripts to use the custom rig UIs.
Other notes:
-Due to the character's unusual eyes, posing the face can be a challenge. Refer to the pose li...
2023-07-13 15:59:01 +0000 UTC
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I've finally settled on a good work schedule that'll let me consistently work on the models. Even though I'm more busy with all the game dev stuff, I'm surprisingly more productive than ever.
I plan to release Lillymon around the end of next month if not sooner. I still have to keep checking on stuff that still needs to be worked on as I finalize the model for the release.
I'll also be making an update to Angewomon later. It's not anything major but I want to update the UI system ...
2023-06-27 11:59:02 +0000 UTC
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Adding a way to add heart pupils and optionally adding eyelashes.
It's been a while and I finally have some time to actually start working with the models again. Putting myself in gamedev bootcamp really changed my perspective on things and I didn't expect to get as far as learning complex AI implementations. Still, the game has a long way to go and I think I've come far enough to be able to take a break from programming without forgetting the things I've learned.
Right now ...
2023-06-04 14:00:05 +0000 UTC
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I was thinking really hard on what image to upload as a post but I just decided that there's not a lot of visually interesting progress lately. You'll have to bear with a bunch of text for now, sorry.
Still too much IRL stuff that needs to be done and it'll probably until June this year that I'll be able to go back to my usual schedule. Unfortunately, I can't access the models as much as I used to so progress on the models are very slow though I have at least improved some technical stu...
2023-03-31 14:40:48 +0000 UTC
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Sorry for the lack of updates, there's been a lot of stuff going on since the start of the year which has eaten up a lot of time. I still have to work on some IRL stuff for now so that they don't bite me in the ass in the future. It also doesn't help that I'm currently lacking in horny energy lately. Despite the current blockades, I'll still try to find some time to work on the characters.
Here's a preview on Lotusmon because I wanted to work on some purple tiddies recently. I know that...
2023-02-24 13:30:01 +0000 UTC
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Last post for the year, or at least from where I'm from. Just testing a render to test out scene linking.
This year has not been the luckiest for me but it has been the most productive for the Digimon models. I've managed to develop a workflow that works perfectly which makes it more reliable to keep track of the progress and things to do.
Additionally I've been learning some game development lately and to an extension some programming so I've learned some very good di...
2022-12-31 10:00:04 +0000 UTC
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Here's a test model for Lilamon!
Some of the custom UI still doesn't work and limb types are limited between 2 for now. I was planning to release it earlier and more features to test but I had to tackle some weird bugs and strange file bloat which for some reason made the file around 500MB instead of just around 60MB. I've been testing how to make the UI work properly when the model is linked to another scene and it works...well sorta, I still have to improve on it some more.
2022-12-31 08:40:13 +0000 UTC
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Worked on Beelstarmon's guns and rig prototype. I can already expect to have some problems to solve when it comes to the clothes so I'm already testing things to figure out how to approach the rig. In addition, the guns also have some significant details and working on hard-surface models is refreshing. I'm honestly somewhat intimidated once I start focusing on her. On the bright side, at least it's not rigging wings.
またね!
2022-12-17 14:59:01 +0000 UTC
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Lilamon's proportions adjustments are done. I've made her proportions be more accurate to her anime appearance.
It took me some time to get the flower hands and feet to deform accurately between open and closed. It was a bit tricky to model them, I had to adjust the default pose again to get the best deformation which almost made me redo it all again.
I'm thinking of having a feature to swap between human limbs (which is heresy), original flower limbs, and something in...
2022-12-10 14:00:07 +0000 UTC
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Here's the test model for Lillymon!
It's very close to being done with a hopeful release on early next year. Kinda busy with some holiday season stuff which kinda slows down the progress of the models but I'll try to squeeze as much time if possible before the year ends.
またね!
2022-12-01 15:00:14 +0000 UTC
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Lillymon is around 80-ish percent done (I hope). Despite working on Lilamon first, I had to rework her and change her proportions. Thank goodness that they're not as difficult as the other Digi-girls as I could focus more on some important features this time around. They're definitely going to be the most finished models so far when they get released.
It's almost hard to believe that I was finally able to release Angewomon, it feels like a curse was lifted. It took longer because of IRL...
2022-11-04 17:06:00 +0000 UTC
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Includes Angewomon UI for extra utility:
-Blush property
-Visibility for the Body, Wings, and Clothes rigs
-Toggle visibility for parts of the model to reduce clutter
-Control clothing visibility
*Blender 4.0 for 1.0.2 and beyond
Let me know about your feedback!
2022-10-30 21:34:00 +0000 UTC
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Base rigging for the wings and the sash are done. At this point it'll mostly be fixing stuff and finalizing the textures.
Looking at this, I've only just realized how much of a masochist I am with my first characters but what needs to be done needs to be done. The rigging can be better especially for the wings but I'll just add in the improvements after the public release.
Had to deal with some bad luck lately, it's interesting how the most random things can fly and smash my monit...
2022-08-28 18:11:59 +0000 UTC
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Didn't get to post much as planned because of IRL stuff (as always) and also had the WORST carpal tunnel pain ever which freaked me out a lot. I thought that I was going to have to take a rest for at least a year but thankfully it's gotten better.
To relieve some stress I wanted to work on a character with big boobas and continued to work on Beelstarmon that I started a long time ago. Beelstarmon was a request that I was interested in doing because of her design but because of the curre...
2022-07-08 16:51:00 +0000 UTC
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Here's a test model for Angewomon!
Due to some health reasons, I wasn't able to work much with the model so it's mainly missing the sash and wings and the textures are a bit messed up. I was actually expecting to make a huge amount of progress this month as I prepared the test model but due to circumstances, it was difficult concentrate to make any reasonable progress. By the time I got back, I instead had to take care of some performance issues that slowed down the rig which I ha...
2022-05-01 16:01:06 +0000 UTC
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Testing some poses to see how parts of the clothes deform.
I've been trying out some of the Geometry Nodes features and I'm really impressed. Even though I haven't fully figured out how to generate some cool stuff and is lacking some features, I've discovered some really useful things with it to make my workflow less destructive.
A lot of things are starting to come together so I'm planning to release a test model next month.
またね!
2022-03-22 23:54:01 +0000 UTC
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Ignoring some visual glitches, the model and rig is going along well.
Rigify has some new toys that's making my life easier. The new skin rigs have replaced the private parts while I've also figured out a way to make a more intuitive rig for the hair.
I also recently tested out Blender's new Geometry nodes which opens up new possibilities. It allows making a fully customizable modifier which could probably be used to automatically make the skin tighten around tight parts of ...
2022-02-22 14:01:03 +0000 UTC
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Was planning to post an Angewomon WIP but I'm getting hold-up by some of the complexity of the model. It's actually tempting to work on Lillymon and Lilamon's model because of how easy and how close they are to finishing but Angewomon's been held up for too long. I'll post a progress on Angewomon next month, once I'm done implementing the absolute necessary stuff such as the wings which is such a pain in the ass to work on.
またね!
2022-01-28 04:00:02 +0000 UTC
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2021-12-20 15:59:24 +0000 UTC
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I'm very sorry for the lack of updates. I was planning to get Angewomon available as an update before the year ends but I had to postpone it because of health reasons. While this year started out strong by at least being able to release a model early this year, I eventually got unexpectedly really busy later and things didn't really work out as I expected due to some earlier commitments and hard to miss opportunities. On the bright side, I did learn A LOT of new stuff and learned from some mi...
2021-12-20 15:57:31 +0000 UTC
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Finally got off my ass and finished a render of LadyDevimon that I did and forgot a long time ago.
I almost forgot that I made this before because of how terrible the rig is for animation. A combination of Simplify and 3D View will at least make it good for posing and still renders. Hoping to give animation a try soon.
2021-05-31 10:44:18 +0000 UTC
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