AEfter Ragnarok
July ProgBlog #1
Monday, 4 July 2022 @ 1:22pm
After last progblog I decided to break from doing the Avian model and work on the Dragonkin one for a bit. First level of panic was that the proportions were really different.
That calmed down very quickly when I remembered…I only need the wings and everything in that area was proportional enough.
I technically do need the tail but I could just pull that one out if the existing one wasn’t in the right spot and given the different topology of both models it may end up in a slightly different spot anyway I then took another deviation as apparently my base models did not have basic textures applied like I thought they had, so I did that with the ones I had already done. And while doing that I ended up transplanting a head (that would sound rather dodgy without context I think) as I’d apparently made some changes to the male model at some stage and all the fixes I’d done to the mouth on the female model really wasn’t working.
June ProgBlog #2: because you know...instances
Monday, 27 June 2022 @ 1:09pm
Gundry still has not budged. I was supposed to do more work on him today but I ended up doing other things instead. I also need to have a chat with my young friend and find out if we’re still going along with…well I hesitate to call what we were working off any kind of plan, not even a loose and fluid one if this project is still going to go.
June ProgBlog #1: There was a gap
Monday, 20 June 2022 @ 1:35pm
In that gap was a slightly unexpected new puppy (which I wrote a bit about in the homeschool miscellany and covid (not worth the ridiculously excessive fuss and the frantic stripping of as much freedom as possible in that space of time that was made of it, wouldn’t recommend the headache though). And then there was me figuring it wasn’t worth the blog because there hadn’t been much prog and trying to manage that and consistently failing as other things kept happening (not least of which comp season started).
May ProgBlog #3: major schedule rejigs
Wednesday, 18 May 2022 @ 9:14am
Precious little got done over the last week on anything as I discovered a fatal flaw in my scheduling. I have roleplaying stuff scheduled for most of the weekend (currently only playing every other Sunday so I just use the time for extra prep and generally failing to catch up with all the writeups I haven’t done yet, am starting up a new weekly game with my three regulars next weekend though). After roleplaying I’m supposed to be working on UASG.
May ProgBlog #2
Monday, 9 May 2022 @ 7:39pm
I’ve made zero progress on Gundry as there is a checkbox which I think I need to tick in Particle Edit mode to make the bake show up so I can edit it, and it seems to be a guaranteed crash. So looks like at this stage unless the new hair system drops sooner than I’m expecting it, I pretty much have to go the curve guide/soft body route.
Which means trying to figure out why my curve guides refuse to stick to their bone hooks and putting up with hair flapping around in anime locks (which at least won’t be too terrible for this project because it’s kind of semi-anime anyway).
May ProgBlog #1
Monday, 2 May 2022 @ 1:23pm
Decided to try particle feathers following this tutorial on BlenderArtists. Got about this far in
and realised that I will likely need different mapping on each side because of how the particles are distributing.
April ProgBlog 3: The Infernal Hair Continues
Monday, 25 April 2022 @ 8:43pm
I thought I was on my last attempt. I was going to try a few more things, and then give up and make a million curve guides again and down the line nut out soft body on curves (I probably need to nut it out anyway).
The problem I was having was that it seems that regardless of whether or not the emitter (the entire character model in this case) was set to be a collision object or not, the hair would clip straight through it when I got it to drop.
April ProgBlog #2: INFERNAL HAIR
Monday, 18 April 2022 @ 11:34pm
I feel like it’s an eternal struggle getting hair settings right.
Sometimes what feels like a slight movement in your hand makes for a huge settings change.
So it’s generally a good idea to hold shift (which scales everything up so adjustments are a lot more gradual). Then I have these issues of why is it like this and why are there random patches of hair.
April ProgBlog #1: speaking of ridiculous things
Monday, 11 April 2022 @ 10:15pm
Poor Gundry is copping a lot of flak for his amazing hair.
I was hoping that Blender 3.1 would have better hair physics (or at least actually emitter deflect) and I would be able to let it flop and bake before attempting to style it but no such luck.
March ProgBlog #4: when you forget little things
Monday, 28 March 2022 @ 4:50pm
Like changing the default root and tip settings for the hair (default root is set at 1m and I can’t remember what default tip is).
There is always something ridiculous in 3d.
At least that’s relatively easily fixed.
The hair is still on quick settings because I just wanted to see how it looked, for a shot this close I would switch to 3d curves which looks a lot better but takes a bit longer to render.