girl why you so color grid.....
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girl why you so color grid.....
Alright so I made this pixel UV guide to help me to do UV mapping for low poly 3D models. Y'all are free to download it and use it.
BlueSky | Ko-fi | Upwork
Creative Commons Attribution 3.0 License
It's been a while since I've 3D modelled so I did a quick refresher with a very basic energy drink can. 😳✨ It's generic, cyberpunk inspired and with an owo themed logo. I didn't want to spend too much time on any of the steps as it's just to familiarize myself with everything again. ✨ The graphical elements were made using Adobe Illustrator, which I then put together in Photoshop. It's very inspired by different Battery energy drink cans. It's handy that you want a seam on cans like this, I didn't really notice until I looked closely at the reference images. 😳
Returning to hominid facial anatomy once again, I was able to adapt my A. sediba muscle model onto the OH5 skull (P. boisei) too! I'm happy enough with it that I went ahead and rendered some skins for them as well. Selected all the right vertices and generated UV maps and everything. Hopefully the colors look as legible on your screens as they do on mine, these are still very much in progress.
My restoration of this individual was partly based on an earlier attempt at rendering Paranthropus, from back in 2019. There were a lot of elements that got tweaked or entirely changed up in the update, but the mouth got to stay the same between renderings. Having even a little understanding of the face muscles makes a visible difference from one model to another, and I'm sure there's still some parts I could improve on as I keep working in this vein. If anyone has more technical knowledge about this sort of thing than I do, feel entirely free to get at me : )
stares at you autistically
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Unofficial place for Blender (the 3D software) troubleshooting
feel free to join!
Fur floccule UV mapping, before and after.
Looking at it now, I probably could have made the islands a bit shapelier, but at least it's better than what Blender does automatically. It's like a geometry puzzle. XD
Started working on a new character this weekend!
Name TBD, let's call him Kenny for now.
Some small texture details to add later but pretty happy with how he's developing so far.
Took some extra time to figure out how to approach face expressions and animation, I at one point considered modeling the face fully but ultimately I determined that was a huge time sink for rigging and animation. So what I decided on is a texture sheet of many different expressions. some tutorials I looked up would say it's a sprite sheet.
Despite it being a straightforward method and pretty simple to setup in Blender(and certainly an old method, especially in video games if I'm not wrong) I couldn't quite find a good resource on this method, I bet there is one but not easy to google.
Anyway - eventually I will have to figure out how to swap character faces in Unity whenever I get around to importing them. and make a workflow for marking face swaps, because I don't believe the material data I animate in Blender won't import into Unity.
here's the node setup for anyone curious :)
(This of course could be setup a little better for animation in blender but for my needs I just key-framed the X Location.)
Lastly here's a little test animation!
I made this Japanese style classroom a while ago, so it was nice to just have it ready to go!
Tho it definitely needs some more props and things on the walls! Also students!
Unsure if I want him to have glasses or not. What do you think?
Excited to show more later :)
Until then peace out,
MKO~