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The dick flex was just for funsies since I just added colors to the pp and balls :3

I'm still really really unsure of how I'll do markings for characters as textures. I thought of a method that I think would work quite well if I could figure out how to do it properly. Basically, draw the markings on the mesh as polygons and shrink wrap them + a solidify modifier to ensure the markings intersect with the target mesh. Then, bake a texture that consists of where the marking mesh intersects on the target.

I did *something* but there were a few problems with this method I think. But it was hard to tell as I had to fiddle with the settings a lot to achieve the baked intersection map for this cube.

I sadly spent most of this day doing that, trying to figure out a way that will make it less painful to do the markings >_> because if I have to make major changes to the topology I'll have to redraw them. So it'd be nice to be able to do them more modularly and just bake them on the mesh if things change.

I also reworked the topology of the head a bit to allow for the "eye brows" to deform better for facial expressions:

Oh also, I made some adjustments to Lonnie's shader since this expression pic so it's still the old one here. 

I should also mention I've devised the method for the eye lids. The eye mesh has a UV map for the soft gradient around the entire thing as well as a mesh for the eyelid texture.

Above, there are 6 faces selected. There is a vertex group that contains these faces. On the object's modifier stack is a UV warp modifier that controls this vertex group's positon. The Y position of this vertex group's UV has a bone that drives it up or down base on the bone's Z scale (in the previous GIF). I'm probably going to be doing all character's eyes this way as 1, it's cheap. And 2, it doesn't require fancy modeling/rigging for an eye lid mesh. Plus, I think it looks better than if I used a mesh for the eyelid!

So, I'm close to being done with the modeling/texturing for Lonnie which means I can start rigging beyond just some simple bones (like IK, jiggle bones and such, perhaps soft body around the thighs/buttocks) I'm still unsure about animating the balls, though maybe I'll just hand animate them when they need to move.

Also I should mention the balls/PP colors aren't final, it looked decent at the moment though. 

I think I should also mention that he will have clothes on :p so at some point I'll have to model his clothed' model! So that'll either be next or maybe I'll start another model...

Also by the way I might have forgotten to mention last post that the models will be released for download and use by frozen pizza patrons. Though I'll warn you now (and later) that the topology on this model is a bit jank ^^; but it works which is more important than having perfect topo... as much as I'd love to redo a lot of it and have the ideal topo it's not worth the time investment.

-Velocirection, chief sexy officer of Pizzass Games

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velocirection

Actually an idea just came to me!!! I think what might work better is, since I can have as many UV map layers as I want and it can be ugly as hell but still work, is to have an image texture with mutiple stripe or markings, laid out nice and clean. Then, simply place UV faces on the stripes where they should be on the model. This fixes a lot of issues, one being texture resolution. If I were to make a 4k texture that acts as the markings map, even at 4k there still might be some unwanted artifacts or stepping at extreme closeups. However, if I use a 4k texture and one marking is very large on the image, it will hold up much more nicely. Of course, the downside is having repeating markings. But, this can be solved by creatively moving the UVs around to add variety. Uh I know this might not make a lot of sense explaining it but I will give visuals later ^^;

Ormi

Unfffff those hanging balls! Im gonna be really excited when you start working on the butthole physics :D

Vigmarr

Looking forward to see more of him 😊

RavenWorks

For the markings, would a boolean intersection modifier work? (Maybe followed by a tiny inflate of the result, so it doesn't get lost in z-fighting?)