#Lumpy's Blender Gallery
1217 messages · Page 2 of 2 (latest)
Got the base colors down now. The real work starts tomorrow...
I don't know how, but despite me adding so much stuff the tri count ended up lower by about 500
Do you think it's still called houndstooth pattern or is it just regular tooth
Blender 4.3 won't work with my old sculpting brushes
mr schnozz
he looks like a british farmer...
Well you got the british part right
Fuck me, how do I get these sculpting brushes into my newer version of blender, now
I figured it out 
Now you need to do extra work with marking brushes as assets for no goddamn reason
The texture I was using to bake normals from might be slightly buggy
Kinda sucks cause that was the only nice tweed texture I could find
Well, not a lot of progress today on account of TEXTURES... but I did get a pretty spiffy hat out of it
Phew, okay. Think I've got the textures done now. That was painful
The model is complete now, but it wouldn't feel right to not have him packing some heat. and uh.
I forgot how terrible I am at hard-surface modeling, holy shit
How do gun??? can anyone know what do?
Looks marginally less shit with textures, I guess
I guess a plus is that I don't have to put too much work into the topology since it's not gonna be like, bending
She ain't the prettiest, but... yeah, it ain't pretty. But it works well enough!
back on it
good progress on the head so far. but it still looks kinda weird without the fur on the sides
I know i have to make the chin a bit bigger, but the subdiv just says "no"
He's kinda starting to look like a dejected cousin of the rockafire animatronics
he's BALD
I SWEAR he’ll look better when i get the furcard panels in place
debalded (for now)
bleh, not a lot of progress today. just some furcard stand-ins before i retopo the head and some basic torso geo
also a todd for height reference
Hands and feet, plus partial head retopo done today.
I also tweaked the teeth so he's not as scary-looking now
I know his head is kinda huge atm, I'll have to fix it when I get all the things that require mirroring dealt with
Head retopo done and facial rigging (mostly almost) done. Fuck rigging eyelids, man.
Also made a matcap for his monocle bc realistic lighting doesn't look good with it. Though I need to adjust the blue/white balance on it
Furcarding is finished, eyebrows and some basic texturework for the hat
Progress is a lot slower than I would like, but it's fine. Spending time with my niece while she's here is more important
Last time I opened blender all i did was halfassedly add some arm bones and said "yup, that's good for today"
god, I hate rigging. but it's so good when done right
Kinda stuck on what material I should make his gloves. Tried silk, but that ended up being way too shiny. Might save it for his cape
leather driving gloves softer than what I do for Todd/Smiley's work gloves?? Or a simple cotton? A character's wardrobe speaks volumes, but I'm not sure which one speaks "moriarty"
Also the rigging work is close to done now, I just keep getting distracted
My sister gave me a sidequest to retexture a VRchat furry avatar she cough found randomly and I fear I may almost be cooking too hard
It's quite far from finished but honestly
Majoras dog
sister sidequest complete (and it only took me... all day)
Legend of Zelda: Majora's Fursuit
I have no idea. My sister just came up like “yo do you wanna make a custom texture for this model I definitely obtained legitimately”
It had wings originally but i removed them bc they were cluttering up the design (and also for performance bc they had like 30 physbones each)
I have a picture of the original one somewhere, let me check
Here it is
Unfortunately I don’t know who originally created it or what its name is, though the files i was given call it “grinner”
Wild
Back onto other furry matters at hand, Moriarty's progress is slow. For some reason, I'm having a crapton of trouble with the weight painting on his torso.
Seriously, how does this happen??
There's also the matter of me being persistently bogged down by life stuff lately, getting distracted and trying to fix 500 other slight imperfections in other places on his model
Finally got a day in to work on this guy. Progress is still slow, but more tangible now (most of what I've been doing can be boiled down to "I added bones in his butt and fucked up his teeth slightly, i swear this makes it better" that aren't really visibly improvements)
you know what I just realized. I fucked up the textures on todd
I didn't notice until just now that their shirts are off-white yellow/green tinted, I made the one on his textures pure white
I wonder if there’s any colour sheets for them
There's one for Smiley's post-miyazaki redesign that I found. But it's low quality and I can't make sense of the color codes
For some reason they gave him three different shades of pink, which is present in both miya and post-miya designs. I don't know why they would do that
I didn't notice this either on my first go-around with smiley so all of his pink accessories are the same shade
I think some people in the anime community know paint codes but alas
I ain’t one of them
Maybe?
This seems to be the one, it lines up using a reference screenshot
some of the colors seem to be missing though? or perhaps custom
Who knows. Cel colours are a massive rabbit hole
Namely A20 for the hat and O30 for thecoat and pants
Probably
G7 being the color for the undershirt matches though, this will be helpful. thanks
Though I wonder why some of the colors that match look a lot more saturated/bright in the screenshot as opposed to on the sample sheet scan
Doesn't help that their colors vary a lot depending on the episode... different paint batches? Potentially also a film restoration issue too
Highly likely
Having direct cel access would confirm if the paint batches are different
Cels...
I have this scan of a cel of Todd but the colors look off
Also no accounting for aging (this anime is from the mid 80's)
And this one (one shot where they did, and one where they forgot to color-correct the footage)
would you happen to know who might?
I've got a little package set up for anyone who might be interested in looking at this, with the color sheet, screenshots and cel scans/photographs
Getting colours compared and whatnot compared?
Yeah. Currently I'm trying to find exact screenshots of some of the cels I have included, but other than that it's basically complete
Moriarty progress is still slow. Why? because blender keeps doing whatever the hell this is to the UVs when I use a multires subdiv on it and it's pissing me the fuck off
I've spent the past day just re-sculpting the torso only for this to keep happening
Finally figured out a solution and got the normal maps baked! Only took all day!
(seriously, I hate texturing....)
which one should I pick, the left or right one
left feels more stylized
Between here and another server I asked in it's 2-2 🫠
Guess I'll wait till tomorrow, then
In the meantime I gotta figure out a replacement texture for the furcards that isn't literally grass
Bleh, I think I may end up just having to entirely replace these furcards cause they look like ass when you look at them from the wrong angle
I wanna play Kenshi today though
Turns out doing furcards like a normal person works a hell of a lot better than whatever I was trying before (even if I think it makes him look too soft and fluffy)
Still needs work though, having to manually edit like 500 little panels. ugh. And the main face mesh needs to be tweaked a bit too cause it looks weird from the front
Finished furcarding today. I hate how laborious is is, but the results speak for themselves. 500 tris worth of fuzz, give or take (not counting the stringy hairs on the top of his head)
I also discovered the viewport option that lets you blast your corneas out
WIAHHRM..
WHAT MODE IS THAT
I HAVE TO USE ALL CAPS TO YELL OVER THE COLORS THEY ARE SO LOUD IN MY HEAD
Render Properties (top camera on the right in layout mode) > Color Management > set view transform to "false color"
You will probably want to do this except you set it to "standard" instead cause it's set to "filmic" by default which makes your scene's colors look a bit washed out
You can also adjust the contrast to make it even more eye-burny
photoshop don't fuck up alpha channel colors challenge (failure)
Main texturing is pretty much done now. All that's left to tackle is his cape
SO GOOFY... :D
I am going to HATE doing the cape...
Especially bc I cannot figure out for the life of me how it fastens to his neck
I think that's what the creators did too cause the way his cape parts seems to change from scene to scene
Sometimes it's over his left shoulder, sometimes it's over his right, sometimes it's down the middle
And the one time we see him take it off, it happens offscreen
Only thing I can conclude for sure is that his cape is likely made of some kind of silk due to the fact he has used it as a parachute on multiple occasions
(Fun fact: early parachutes were, in fact, made of silk. when the parachute got used up, they would frequently re-use the fabric for clothing)
tried to experiment with cloth physics to figure out how big his cape would be flattened out and accidentally turned him into a table somehow
blender moment.
I'll go fuck myself then I guess?
Honestly the best I've ever had a cloth sim go. Minimal implosions and no clipping
got the material for his cape sorted out pretty easy (thanks, geometry backface node!)
I hate having to do cloth folds
project is not dead in the water guys I swear
I've just been busier than shit lately
oh my god has it really been nearly a month since my last post in here
Still not dead!!! Finally got my motivation to work back after dealing with several deaths and getting a job
Moriarty is still in the works, but I have this to work on before I forget about it
how the hell am I gonna texture this...
Does this hair look OK? I'm trying to make it N64-viable so I'm a bit limited on how "good" I can make the hair look (eyes and mouth textures are temporary)
tried to straighten out the mouth but now it just look like they be eatin lemon
well, I managed to get two textures finalized tonight at least
Textures are all done. Time to move on to rigging
Blender is suddenly doing this weird thing where I can add weight paint but can't remove it, and no solution online is working to fix it
Forgot what my current project was, started learning how to make maps for Gmod
Took me like 30 minutes just to figure out how to apply a skybox without it throwing a shit fit
Stuff
Once again not doing what I'm supposed to
Things to do at midnight:
- put a dress on a frog
real witching hours
Finally got the motivation to work on Moriarty again and, of course, immediately fuck up by baking and saving over a huge chunk of the normal map, which means I gotta completely re-bake the normal and albedo textures
I must be missing out on this, but damn, they are really good!
This one specific model has been a long time in the works. Mostly thanks to both burnout and lack of motivation on account of several people in my family passing away
Juggling a different new project to keep me from getting too frustrated at one thing
The more I try to make sense of this guy's design, the worse it gets...
Whatever he is, it is definitely not a duck. Despite what the game and external sources tell you
Textures fixed, think Moriarty is pretty much complete. Although I can't decide if adding normal mapping to the furcards looks better or no.
What do you guys think?
Now that I'm done Moriarty, it's time to go back and clean up todd with the stuff I've learned
Well, I think I did pretty good considering I had to completely reconstruct the brow and ears without altering the rest of the face mesh too much. The undersides of the ears now have detailing as well
I did have to make a new material and set of texture sheets to fit it all in though, which I'm not a fan of...
Do it without the normal maps, unless you plan on giving them all detailed fur textures.
Alright, Todd is done! (again)
Which means, of course, there's only one left out of this batch to do...
I also forgot to do this earlier, but a side-by-side comparison of the old and new versions of Moriarty's model
Believe it or not their polycounts are almost the same (old: 19,226 vs new: 20,503) but the new one has considerably more bones (old: 55 vs new: 159) mostly on account of the face being animated with bones as opposed to shapekeys this time as well as extra flex bones for the joints
The polycount comparison also isn't accounting for other stuff (like the fullbody cape, collision mesh and cane) but just for the "base" version
it begins
I'm having a lot of trouble trying to nail down the face shape, especially given how inconsistent it is
Starting to feel more confident about it
Although I almost feel like it's too square this time (compared to the old one on the right, which feels too rounded)
The nice part about making your own models from scratch is that you can copy-paste parts and not be lazy because you already put effort into making them
Getting somewhere
Not a lot of note today, it was mostly retopologizing the face. Current tri count is 19,800, which should be close to final (although, 300 tris isn't a lot of wiggle room... my goal is to keep it below 20k tris)
Managed to squeeze an extra 1000 tris by redoing the inside of the mouth and removing some edge loops on the top of the head where it would be covered by the hat most of the time
Only issue I have with it is that it makes the topology ugly as fuck, but since these areas won't be deforming a lot and the shading is pretty much exactly the same, then it's all good
I learnt a trick using some toggles on the sculpt smoothing tool that made tweaking the mesh go a lot faster
Finished up with some small details, got it all unwrapped and made a placeholder color texture. Less progress than I would have liked, but i got very sidetracked chatting today lol
Now he's actually starting to look like himself!
Not a lot of work the past few days, been busy helping parents renovate grandpa's old house. But today I at least got some materials set up ready for baking
Feel like I could be doing a better job with the textures but I don't know enough about materials to really do anything about it right now
Sometimes I wish I had like, substance painter, but I feel like that program takes just as long to learn as Blender itself (and it's not even free!)
Not much to update on, I did get some sculpting and baking done today but nothing huge
Textures are still a WIP, but the sculpting is done at least
Still been super busy lately, but in my spare time I've been chipping away at it bit by bit
me when i encounter a pale eyeless ghoul (it stole my hat)
Cute thief
been goofing off instead of working on textures, falling in love with geonode-based fur...
hehehehehehehheheh
not much for updates recently, holiday has been kicking my ass
materials are done though, all that's left is to start rigging
Also been goofing around a lot and trying to put more work into my OCs
Turns out characters having been exclusively doodled in MSpaint don't really translate well into 3D lol
progress on OC/online persona is slow but looking good (i hate hard surface modeling help)
Pretty much done the basics now, just need to learn how to do decals and then move on to optimisation/baking
Pretty much ready for baking now! I took some extra time to scummify the materials a bit more and added decals (I know the electrical box one doesn't really belong but I wanted to add a bit of canadiana on there)
I'm also going to add some rivets to the design as well but I'm going to bake the texture on one first so I don't have to do the tango with 500 micrcoscopic pieces of metal
Retopology on most of the larger pieces done
The part i like about most of the model being rigid surfaces is that I can get sloppy with the topology
Blender wtf...
I just want to bake my textures bro, why is my model getting raptured
(seriously I've never seen anything remotely like this before)
(if I move my camera closer to get a better picture it blacks out the entire view area)
I think I got carried away again doing something else instead of finishing the other 12 projects I'm supposed to be finishing
the thing
I plan to give it clothes eventually but I'm not 100% sure what style. I'm thinking ancient egyptian
For a moment, I thought it was a Vorticon from Commander Keen. (Race of alien dog people)
There’s a few details I have yet to properly add (namely fuzzy antennae off of the back of the head, where you see that bare spike)
guess I better get my ass in gear here and finally get to rigging smiley, ugh...
I love sculpting but the rigging is my least favorite part 😓
Glad I took a while to step away from it cause now I realize I made him like, super barrel chested
Small test to make sure it looks OK with toon shading as well
speeeeen
I still need to go back and fix Moriarty's face, as well as do toon shading for the two models as well
Suzy delta rune
This is all I could get done tonight, afer I got distracted. Topology is kinda garbage but since this is for a personal project I don't care as much
Detailed retopology kinda sucks assssss
Aw yeah! This is happenin'!
You've got the power to make him 3D
Retopology (almost) done on her, totaling to about 36k tris. Pretty respectable considering that's only about double my usual limit for this kind of stuff
Still need to figure out what I'm gonna do about the antennae and her clothing though, which will definitely bump it up a lot
Somehow I managed to knock out most of the texturework in one night
Not much done lately but I've been trying to brainstorm ideas for what I want the clothes to be like
I'm not 100% happy with any of them, so some feedback would be appreciated
#2 is the one I'm currently leaning towards though?
I like these stones that I carved
Got the texturing for the clothes done, which means now I have to move on to my least favorite part... rigging