Holy shit I completely forgot I had a tumblr account fuck uh here's art
Alisa U Zemlji Chuda
Aqua Utopia|海の底で記憶を紡ぐ

JBB: An Artblog!
DEAR READER
Game of Thrones Daily
No title available
No title available

izzy's playlists!
"I'm Dorothy Gale from Kansas"

pixel skylines
dirt enthusiast
Three Goblin Art
Sweet Seals For You, Always

Discoholic 🪩
Cosmic Funnies
occasionally subtle

tannertan36

PR's Tumblrdome
hello vonnie
🪼
seen from Malaysia
seen from Japan

seen from Malaysia

seen from Germany

seen from Malaysia

seen from Malaysia
seen from United Kingdom

seen from Malaysia
seen from United States
seen from Australia
seen from United States
seen from United States

seen from United States
seen from Hungary

seen from Belgium

seen from Indonesia
seen from United States
seen from Türkiye

seen from Malaysia

seen from United States
@gospelunder
Holy shit I completely forgot I had a tumblr account fuck uh here's art
Raw hide fan art
Hi there! Love your models. If it's not too much to ask, could you give me some info on how you rig 2D eyes/expressions onto a model? I'm interested in low poly characters but want to know how you accomplish this in Max!
Hi, thank you!! And sure, it’s a pretty simple process.
The eyes are made up of a bunch of 3D parts, all separate. This is to make stuff later down the line easier, and just generally looks cleaner than having them painted onto the face as a texture.
The “white” of the eye is concave, so there’s room for the pupils/highlight to float in there. This means they can be moved around easily if you wanted to animate them via bones! But I don’t do that! I use ~Morph targets~
Morph targets (or Blendshapes in Blender) are edited versions of the original model, their vertices moved around to make different expressions. This is why I try to keep things separate, to isolate the different bits of the model and move them individually. They can be troublesome, because to make a useable morph target, you aren’t allowed to add or remove any vertices. Only move them!
After a lot of duplicating and editing, you’ll have a nice little collection like this:
Then you can attach them to the original face via the “Morpher” modifier. I have no idea what the equivalent in Blender is. This part is simple, you just assign each expression to a slot, and woo! You can blend between your original face and the new expression.
And this stuff can be keyframed, and even export out to Unity etc. if you want to make animation sets from them. Hope that helped!
Roll.exe! Featuring hair and Hanayashiki Style!
Skull girls wip
Lack of post on here so here's art
Alice through the years 2015-2020 https://www.instagram.com/p/CCY2f1iFUoF/?igshid=16vo3wd76m2kh
#buggirl #wip #anime https://www.instagram.com/p/CB3BJFBFeio/?igshid=99633ejp93ww