Snek3D
@snek3d
[🔞 NO MINORS | NSFW Warning ] Blender Generalist / Shader Enjoyer He/Him | 33 | Hetero Dscrd: gpMS79fERj
Adaptive Subdivision + 1D Noise + Shader Displacement. I'll add a breakdown how I did this in the replies.
Still experimenting with tension maps. Same logic as before but this time offsetting verts with a noise texture.
Lots of trial and error then I discover Warudo has native tail IK & anchor tools. One step closer!
Everything shown can be controlled by the cog gizmo in pose mode. This has all also been added to the section, donut and tail blend files.
Quick practice sculpts, something a bit more anthro. I don't know what's behind her back but it's probably my inability to model hands.
Geometry Nodes based eye correction. Calculates & normalizes the surface distance from the iris to the vertex and passes to the shader as an attribute to sample. [See replies for the node setup].
Tension Map / Dynamic Squish 1. Geo Node to capture the distance between "Edge Vertices" node Position 1 & 2 as `before_edge_dist` 2. Curve modifier 3. Geo Node same again as `after_edge_dist`. `after_edge_dist / before_edge_dist = diff`. 4. Use the diff to mix normal maps.