greisane (@greisane) header
greisane (@greisane) profile picture

art and code 3Dとコード…たまに絵を描く

Joined May 2019
Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)Photo by greisane (@greisane)
sculpting a new kobold. a bit on the heavier side...
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previously the tail was fused with the abdomen, which unfortunately deleted the butt (I apologize to lizard purists)
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energy reserves
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her idle animation is all over the place and it was difficult getting a natural looking transition when you talk to her. I don't like it when games just linearly blend to the next pose so I'm happy with the result. she even blinks automatically 👀
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sorry, that sure is a lot of words
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kobold dentistry
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concepts for discount pestonya
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it was bugging me so I fixed the wonky ornament. still naked, though
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I wanted to experiment with fur cards. it was not very fun so I'm sticking to stylised stuff. more kobolds soon(?)
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wip. I'm giving her glasses to another character.
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curve hair looks like bananas if you don't sculpt it, so I wrote a "boolean with extra steps" tool that borrows normals from an autogenerated cage. it's a bit rough but I'd say the result is good enough. #b3d
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hairstyles for a yet unnamed character. retopo sucks the fun out of sculpting hair so I'm trying different things.
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a game in this style seems doable?
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makes skinning like 1% less painful
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small tool to improve skinning on belts by smoothing weights on parallel loops. belts should deform lengthwise without compressing and regular Smooth isn't too good for this. #b3d
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pink lizard based on @SorcArts in #ue4
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I added an operator that relaxes UV edge loops to their length on the mesh. together with pins it's very handy, for example to rectify irregular islands that TexTools can't handle. #blender3d #b3d
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pink feet npr experiment, no lights in the scene
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better look at the guild. bit lonely without the UE4 mannequins hanging around
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