technonaturalist

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zara

September ProgBlog #2: new hair

Tuesday, 27 September 2022 @ 10:18am
Not sure what has been going on with Manjaro or whether it’s just my sense of time that’s been warped, but there seems to have been a longer than usual period between updates. I’ve been waiting for Blender 3.3 for a while as that has the new hair system in it, but Manjaro refused to update. I found out at some point during these shenanigans that the new hair system was actually in 3.2 which is the version the Manjaro repo is stuck on, but wasn’t appearing for me I finally got it to do a system update by force-refreshing the mirrors, but still don’t know if that did it or if an update was coming out then anyway.

September ProgBlog #1

Monday, 5 September 2022 @ 11:10pm
The completionist in me is somewhat annoyed that I didn’t get the September Powerbee. I must have done it too early in the morning or something stupid like that (I did it around the same time as I usually do but my “around” tends to be an hour or so). Oh well. My parents have been over and seem to have decided to do a lot of tours this time round (probably because an uncle and his family are also over), and invited us out on a number of them. It’s been great because it’s stuff we either haven’t done for a few years or may not have had an opportunity to do so, and hopefully we’ve crammed enough stuff in to make up for the last couple of months.

August ProgBlog #3: particle feathers and hair, oh my

Monday, 22 August 2022 @ 10:40pm
I think I’ve finished the first light and shadow layers for the Eladrin. It went pretty quick, I don’t know how long it actually took as while Toolsday is the day for it, there was a bit going on. I was talking to Sprat about having difficulty with feathers (because I’m trying to do Zara’s head feathers better) and that I didn’t have a feather generator. Then it occurred to me to see if one existed and apparently one does.

August ProgBlog #2: because I need more projects

Monday, 15 August 2022 @ 11:11pm
I really should stop trying to push to finish things before going to bed because the times that it has worked is probably still in the single digits. I decided to postpone the progblog because I’ve been so out of it I really hadn’t gotten a lot of work done, partly because I just didn’t look at my schedule and partly because I managed to simultaneously not know what day it was and know what day it was because of who had to be where by when. All I had to show was stuff that has been seen before quite recently.

July ProgBlog #3: haaaaaaaaaair

Monday, 25 July 2022 @ 10:06pm
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). I’ve since decided to try running that game as play by post on my Discord server, hopefully that will work out better for the people that keep consistently not making it, and also resolves scheduling issues I was having nicely (I can now run my planned weekly game on Sundays seeing as the fortnightly game is getting moved to pbp).

July ProgBlog #2

Monday, 11 July 2022 @ 11:44pm
There was drama with my uv maps. They decided to “helpfully” maximise my uv space by stacking (basically symmetrical things neatly align themselves on top of one another to maximise efficient use of uv space…however because I’m painting the uv maps and there’s different things on each side I absolutely do not under any circumstances want that) and I don’t know when that happened or how to fix it. And there were these random little black dots which I think are polygons (because they only show up in polygon selection mode) but are unselectable. I don’t even know if they’re actually polygons or glitches in the matrix as they seem to randomly appear and disappear.

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.

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).