technonaturalist

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Lost in the head-universe

Shimmer by Fuel came up on my Spotify playlist: These lyrics stuck out as something I figured JJ probably constantly thinks about me: She dreams a champagne dream Strawberry surprise Pink linen on white paper Lavender and cream Fields of butterflies Reality escapes her – Fuel: Shimmer He wasn’t familiar with the song but when I showed him the lyrics he snickered and agreed. Yeh, I can be a bit of an airheaded idealistic optimist when I’m not thinking I’m the biggest failwhale in the universe.

May ProgBlog #1

Blender’s viewport is massively outdated and exceedingly laggy. This has made trying to correct the weights on the ~300k poly model of Red agonisingly painful and take way, way longer than it should be. I still have plans to do a proxy for animating with, but that doesn’t remove the need for the actual model to work. Apparently this will be fixed and updated later this year and from the sounds of the people who are braving it in its current bug-infested state, it will be wonderful.

Tubcat

TubCat goes around giving unwashed humans a hard time for being not as intelligent as a tubcat, as far as I can tell. It’s generally amusing. What was less amusing was finally getting a good result on a jpb export (had to fiddle with Krita settings again) only for my blog to do something weird with it on upload, making the colours darker. Seeing as this was I went with the png which worked out much better at the cost of being four times bigger.

Upbokki

BMJ requested a springbok holding a shot glass and a rugby ball for a mascot for one of the communities he’s in. He got a bonus two because I had some fun ideas. I wasn’t going to do any shading but felt that they needed that something extra. Haven’t done cel shading for a while but it worked out better than expected, partially helped by learning how to handle the new Krita brushes.

Blender notes: curve guides for particle hair and bonus hair colour without making separate emitter geometry

Add the hair in the usual fashion. By default the hair will just sprout wherever. To restrict it to a certain part of the mesh, create a vertex group in vertex paint mode, and then use the group you created as a density map (found at the bottom of the particle panel). On the SAME LAYER (this is very important, I say because it completely stuffed me for a ridiculously, laughably long time), shift+A and add a curve (I ended up using nurbs as from my extremely quick experimentation it seems to animate the fastest, but any curve will do the job).

April ProgBlog #1

I still haven’t worked out whether it’s better to keep a regular update even if it’s “I’m an idiot and got stuck again” or just not say anything if I’m that stuck. So after combing the hair into the right shape, I found out a few things. while the collision detection works really nicely in particle edit mode, it completely fails when actual physics is applied, because for whatever reason the emitter collision is completely ignored I can’t work out for the life of me how the hell to rig particle hair I’ve done spline IK for the tail rig so was trying to do something similar with the hair but don’t understand how particle weights work.

March ProgBlog #3

Last week was working on pants and boots (and getting to use some fabric normals and a leather material some kind souls made available on Blendswap): trying to wrangle the hair into several hair ties (it was supposed to be tied with a cord but I finally got it through my thick skull that it wouldn’t stay, even when I did have long hair I didn’t do anything interesting with it, so I’m going to claim total stupidity ignorance and too much anime on my part there!

85% beaver - phelimint

So @phelimint once posted an old Tinder photo and it went a little bit viral in the #teamaustralia community. From memory he had spiky hair and was wearing suspenders and holding a chainsaw. Chainsaw -> lumberjack -> beavers -> this. I swear it was perfectly logical at the time. Foreshortening is forever my sworn nemesis. This work by ryivhnn is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License

Come on in, the water's fine! :D

Special request for @kubbyelizabeth! And a reminder of what happens when fyn gets carried away with ideas ;D I’ve done progblogs for this one so just included detail shots, though can do the whole shebang in one if that’s what people want. Additionally there was supposed to be a process video for this but my computer crashed while I was recording one of the sessions which corrupted that video so I spat it and gave up on that one.

Water's Fine progblog #3

Last progblog I’d finished light and shadow 1. I hoped I could get light and shadow 2 done in one session. I did get there eventually XD Light and shadow 3 should theoretically go a little bit quicker as they’re kind of emphasis layers. I’ll decide then whether they’re high enough to do caustics, at this stage I’m likely to bail as doing caustics on this many characters feels a little bit daunting.