Ash G.
@kilomonster
Story Artist in animation (Open For Union Work/Freelance) Part-time giant lizard monster. Prone to yapping. #comics #animation #art #ocs 💼 📖 monstersgarden.com
Kilo's been sitting at 90% done because I have to remember how to make normal maps for the details on his clothes and muscles. Jaymi is a blank slate for wardrobe now #3dmodeling #b3d 🌻🦎
I was gonna share the old version of the model but it was too scary despite being just a year and change old. So I'll just reshare where this model should be headed, hopefully. Weirdly want an old anime kinda vibe.
tonights cooldown, adding a body to Jaymi by editing my base mesh. She has the most normal proportions of the cast, so it felt like a lot of tweaking even tho I only worked on it for an hour. 🌻🦎
okay this weirdly works as a palette and also almost Kilo Monster colors. nifty!
is funny looking at mixed siblings because like how height differs wildly, there’ll be one that got the least melanin and one that got all of the melanin (and why Todd and Jaymi being siblings with the same parents should not be a surprise)
If I was serious about Kilo Monster being a gila monster, I would do this for real. But no, he'll always be a gila komodo monster dragon gecko.
New Kilo proportions make him look like he's stretched out compared to the old squashed one.
Taking a look back at the old model (top) to see what else I need to do for the newer one and I think at this point I need to make his legs thicker and maybe feet a tad bigger before committing to finishing details. New Kilo's shoulders are working so much better.
It's a little embarrassing how long it took me to figure out how to get a gradient on Kilo's teeth that represents his level of dental hygiene, but the important thing is I figured it out.
None of the procedural eye shader tutorials ever bother to explain how to get it mirrored on a model. I'm assuming I have to bake the texture with the UVs and then mirror it. But it be nice to only have to do it later.
This week's challenge for me is figuring out how to get this scale like pattern to only show where the model is being hit with light. It would be a nice stylized way to represent scales without being photoreal.
For no reason in particular, I thought about how I imagined a timeline in Undertale where Flowey befriends the lonely king, so Asgore swears fealty to that little psycho twerp. #undertale
after much misery, here's where I'm currently at with making shaders for Jaymi's model and then all the Suzanne's where followed along on some tutorials. Definitely want more stylized than photoreal. Starting to understand what the nodes are doing. 🦎🌻
im gonna be mad if there’s some shit about save files, cause clearly my first file is the only one that has all the crystals but i dunno if i have each of the eggs? but i wont be angry i guess if i’d have to start from the beginning on the middle save if it comes to that.
I don't know if this is right, but I've been thinking about layers of fiction and how folks are only looking at the text or getting way too into the metatext. I really should go look up some books on the subject.
I know Hazelnut was supposed have more of the early 3d basic shading look like the right, but I can't help myself, I want the herples to be cute, so what if it isn't period accurate??? 🌻🦎
"I don't have a circusona," I say to myself, even though I am inexplicably compelled to revisit the 3D model of my OC that is a character in a cozy sim game. Hazel would probably like Ribbit and Gummigoo, relating more to the latter since she's literally an NPC 🌻🦎
Cool down this week has been noodling Jaymi's face and hair. Bangs will probably be a weekend project. Once I get the main cast faces locked down, I do wanna try something different with the face rigs. #b3d #3dmodeling #ocart #wip
I think I'm done noodling with this face (Spending time on getting the eye shape did wonders) and hair, aside from maybe a few stray strands but I really just wanna move on to costume cause that's getting updated. #3dmodeling #ocart 🌻🦎
I tried to do the hair modeling technique using beizer curves and all that but ultimately I just made polygonal strands to style because he wears his hair in a ponytail most times. Not done, but a good start.
I guess this was my project for the day. I like how I was able to make more apparent how gaunt Nigellus is, though I don't remember how to do the hair curves and such so for now I lifted it off the old one.
At least once I get to the ugly stage of 3D modeling, I can just do my own drawovers to see what's wrong so I can fix it and not languish in the uncanny for too long. #3dmodeling #b3d 🌻🦎
I don't remember if I shared Todd's 3D face before? I'm still tweaking it as usual, but I won't lie that part of me is wondering, if I'm gonna be making 3D models of all the cast members, why not use them for the 2D sprites that are still in a 3D space?
He's currently scaled at approximately 10.3 feet, which is a foot taller than intended (according to long documented height of approx 9 feet), but neck is long.
I shall rebuild you however many times I need to. #blender3D #3dmodeling 🌻🦎
And this is why I wanted the topology a particular way, so I can just sculpt more mass and have it all land on the body as it should. Hoping I can subdivide/multi-res sculpt for refining.