i modeled the players from my humblewood campaign!! i'll get turnaround renders tomorrow but my mousehand is dying after texturing so i really wanted to show these screenies before i go sleep. enjoy!!!
「A 5200cm radius is the length of my reach.I'm about to take off so please stand clear. What do you think? Would my former self like what I've become?」
3D model I sculpted of Undyne a little while ago based off the 2D artwork by Liyart: https://www.instagram.com/liyart/?hl=en Only for Undertale would I ever come back out of 3D modeling retirement.
Jk I do like the Light Fury design now, albeit I have some gripes about it.
I wanted to take a swing at modeling the Light Fury from the concept art! I had alot of fun with this!! I plan on modeling her in her entirety in the future!
I spent a little time this evening learning how to sew clothes in Blender. It wasn't as complicated as I thought it would be. Now I just need to hunt for sewing patterns to modify.
Razmer Ocian is a humanoid bunny and a farmer. They are infected with terminal corruption, but accepts their life as it comes and enjoys caring for their farm every day for as long as they can. ---
I make a lot 3D these days! This is a recent character project of mine. Designed, modelled, textured, rigged and animated by yours truly.
If you're interested in a commission or hiring me for your game project, feel free to shoot me a message!
Why is it that custom clothes are often just a bit... off? Like they fit just a little big on the character, or don't quite fold or (procedurally) animate well, or they look too simply textured compared to their own game. Where's this uncanniness come from?
Humans are really intimately familiar with clothing because we've been wearing clothes our entire lives. We understand subconsciously how the different parts of clothes are supposed to fold, deform, and fall - so much so that when clothing doesn't do that, it sticks out to us as uncanny. These kind of expectations are similar to other things we're extremely familiar with - food, human movement, human anatomy (especially faces), and so on. We're basically hardwired to notice these kind of differences and flag them as weird.
Clothing in video games is nothing like clothing in reality. The attributes of real clothes are determined by things like the strength and flexibility of the materials, the skill and style of construction, and the physical attributes of the person wearing the clothing. Video games don't have those kind of constraints - most of the time, clothing is either a texture painted onto a 3D model or it's a completely separate model with a separate set of textures that is swapped with the old parts of the body. As such, there's going to be seams and edges where things don't match up perfectly. Player-selected clothes tend to exacerbate these differences because they weren't assembled by professional artists who use a bunch of design tricks to make things look better together.
[Join us on Discord] and/or [Support us on Patreon]
Hey there!
This is my first post and I would like to share with you my bust of Hatsune Miku I made for her 16th birthday ^^
I sculpted her in ZBrush and rendered in Blender Cycles. I am very proud of the end result and hope you guys enjoy it too!