Slashy
@slash0x
2D/3D artist, DCC tools programmer, VR. Creature thoughts. Loves music with feels and interesting visualizers. Tongue and teeth. Chomp! Grey-ace. Maw denial. DJ: @social.creaturenoises.com
I wrote a tool to keep track and manage all the content necessary for the turn-based rpg to work (quests, skills, npcs, etc).
Getting kind of burned out on this project, so may do other things for a while, but managed to produce several skills per class and attribute. Skills are subject to change depending on the project needs, but at least it continues to move forward. Try it here (WIP/bugs?): vrchat.com/home/world/w...
Toyed around with Marv Designer for clothing simulation + Blender hard surface modeling to see if a workflow could be possible. Managed to figure out a decent workflow for this, so I can actually push forward to actually finishing something with it. Pretty exciting to see the final result! :3
These were my random buffs/debuffs starting the perma-death run. Now that I have item to track artifacts, I'll be sure to try to nab some of those now, too. ^^
Doing pretty good so far. Did my first dungeon on the perma-death run and it was super intense and I felt like I almost died 2-3 times because of stupid mistakes on my part. Not sure how I am going to get the freelancers up though. Quests are kinda halting bc of it. x3
@cawstic.bsky.social Loved the aesthetic to this set! The movements and visuals were great. Glad there was something to show the dark side of dreams as well. Will definitely be keeping an eye out for more in the future!
Posting this because I'm pretty happy with my UV layout for the wyvern gear. Insanity!
Modified it a tad to allow for the middle segment as an option for bigger cards to give it more of a natural look plus a tapper towards the tip! :) I cleaned up how UVs work. Not 100% satisfied with the solution, but it works and less steps to setup the preview card, lol.
Experiment with hair curves + geo nodes for "card" generation. So far, it makes generating cards super easy and I can fine tune areas that I want more attention using the hair curves. It also makes mass generation much easier too. I dislike the UV generation so I'll have to improve that next. :)
Finally got the sculpt into Blender with tons of headaches and problem solving... 1) Mostly finished moving over high res sculpt into Blender (need to do touch ups) 2) Symptom of -nan vertices during sculpting (yay?) 3) Ouch! My negative nans...
WIP for client... Getting some armor practice in. Lots of new stuff to try! :)
Severance Season 2 is coming! I’m so excited for the next “waffle party” scene.
Oh no! My Wacom pin nib!! If it gets this short and not easy to pull out, just use toe nail clippers. xD
I'm finally working on some edits and additions to the Scaled Wyvern avatar for VRChat. This is a Frill that will be able to be added to your wyvern for customization. Still need to texturize it, but you get the idea. :)
Finally getting this avatar up to par with my more recent projects. It was a complicated and convoluted process for many reasons to get the avatar in a spot that wasn't sucky to work on. I already updated the arms, added the claw to the feet, and improved the teeth/tongue. More to do, one at a time!
Because people keep asking me about it, here is my mini-tutorial on how to do the outline. It is done with Poiyomi under the Outline section (may vary depending on version). The thickness I use is 0.1. Full rainbow texture here: tinyurl.com/mw9db2p3 Congrats on the brain damage! 🎉