technonaturalist

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lightwave3d

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QaD render of Za’haran’s face to see how the eyes and lip textures turned out. They’re not terrible, though I think I want to do more with his eyes. Using the Fast Skin shader that ships with Lightwave, which does a pretty good job of making skin look more skin-like than I know how to get it. I added a procedural to break it up as it was entirely too smooth and perfect.

My 3

QAD render to celebrate finishing the bulk of rigging. A couple of tiny little tweaks to make but it’s stuff I can do as I go.

Low enhanced antialiasing, radiosity and Skytracer on default settings (added the thing, checked the cloud boxes).

Think I used too much blue. And yes it looks funny as there are no joint or face morphs. I need more RAM and less OpenGL sliders.

The pose is based off a really old pic of my sister’s as I realised a bit ago that my base models matched up with her fan characters.

Dragonkin completed rig

I’ve spent a good amount of time trying to work out how the hell to do a prehensile tail rig. The last time I did it, it involved a 72 bone multi-goal IK chain.

It kinda hurt.

This time, it involves a 65 bone IKB chain, main direction controlled by the big ball-shaped null object on the end.

I haven’t yet tried to wrap the tail around something but I am stupidly confident.

Avian - completed rig

Showing off the completed rig of the Avian base model.

How high can you fly broken wings?

Weight mapping and adjusting geometry on wings. Still a way to go, obviously.

Rig testing and weight mapping

Grabs from a 22 second animation made for the express purposes of testing my rig and making some weight maps.

Head v[x]

Fixed the nose sooner than I thought I would.

Quick render of the subpatched model with the default lighting. Just got the tongue to do, once I figure out the best way to model it.