technonaturalist

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texture mapping

August ProgBlog #1: the plod of eternal slow

This week has been thoroughly boring as far as progress goes. Even the progress I made on roleplaying notes felt pretty meh. The uv maps were so horribly borked that I decided I was just going to bite it and redo the sculpt (which is a comparatively easy thing to do). While I was there I noted that some fixes which I thought I’d done with the base model hadn’t actually been done, so decided I would actually do all the fixes on the base model that I was supposed to do, including applying basic textures, which is another thing I thought I’d already done.

July ProgBlog #3: haaaaaaaaaair

the title partially comes from when 17yo was a baby and said pretty much that as I think he was trying to figure out the h sound I successfully crunched a lot of roleplaying notes and even got a decent start on a couple of major npcs (I only write character sheets for major npcs, everything else gets made up on the fly as I need it) and…game on Sunday didn’t happen as one player was working (which we knew about) and the other one had a family thing on (which we found out when we pinged them to let them know we were going to be starting soon).

Blender 3.1 notes: using texture maps for particle hair

First, set up the hair particle system with enough to see what you’re doing. In the UV Editing tab, create a new image and change the Colour Space to Non-Colour. Save the image either with Alt+S or using the Image menu. In the particles tab, select the particle system you want to use the texture for, then scroll down to Textures. Create a new texture in one of the slots.