technonaturalist

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art

Tubcat

Tuesday, 24 April 2018 @ 10:46pm
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. Sigh.

Upbokki

Friday, 20 April 2018 @ 2:48pm
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

Wednesday, 18 April 2018 @ 8:13pm
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).

April ProgBlog #1

Tuesday, 17 April 2018 @ 4:57pm
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. Wasn’t the biggest leap to find out about curve guides, and then took me the better part of forever to work out that curve guides had to be on the same layer as the particle emitter to work. Once that was sorted out, I then spent way too long playing around with the different curve types to work out which one would be the best for the job. Seems that nurbs animates quickest so that’s what I’m using.

March ProgBlog #3

Saturday, 24 March 2018 @ 7:07pm
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

Tuesday, 21 November 2017 @ 10:50pm
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

Tuesday, 14 November 2017 @ 5:18pm
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

Saturday, 11 November 2017 @ 1:15pm
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. Hoping to knock this one off tomorrow, but that will depend on what else is happening tomorrow.

Water's Fine progblog #2

Thursday, 9 November 2017 @ 10:01pm
Last progblog I was starting to work on patterning the merminnows with help from my frenemy Google Image Search (for minnow and danio, I didn’t even know what a danio was until I started searching, but they are tiny and have interesting patterns). After about a million billion trillion years, the flats got done: And then about that again, light and shadow 1:

Water's Fine progblog #1

Monday, 30 October 2017 @ 9:27am
Got this request on Discord from @kubbyelizabeth: Happy to help out a steemate where I can, I agreed and asked her what she would like me to draw. The answer: and then when I asked when she needed it by, it was along the lines of “whenever it’s done”.