Aight got a notification from this place and suddenly remember it exist. You can check when exactly each model was made by looking up their object name (like, Robert2050-07). Keep in mind I use a literal toaster to work on these things so a lot of optimisation is geared towards not making it explode.
From the top of my head:
Neven's matanu form, which is connected to Rote, hence being added here as well.
Turëmi, the red "sea serpent" (phylogenetically).
Yumö, their house and their mother.
Saja, or Saj.
Farofv.
Rifv.
Were the Itemia, Yenu and Sukuri already in? Well, they certainly are now.
Oh and perhaps more importantly, a lot of particle stuff was replaced with textures and geonodes (again so my toaster doesn't explode).
Remade the model back in 2020 and recenty cleaned up the mess left in the process a bit. The model is now considerably different (I never actually retopologise my models, I box model them from scratch).
Given the universal artistic shaders I have been developing since 2020, textures are no longer necessary unless you want to recreate the old model's black shirt (which you'll hafta do it yourself as I haven't bothered with the UVs or shirt model). Although the model does have UVs it's mostly a test of Blender 3.6's new unwrapping functions.
Yeah I don't normally try to optimise any of my models beyond a certain point as my focus is mostly posing and rendering static scenes with high-poly models. This model is intended to be viwed with about two levels of subsurf applied hence the blunt appearance of the base mesh. I'll probably be developing this model into a completely different direction from now on, likely introducing further imperfections and a higher poly count as per my tastes, but I figured I could release the model in its simpler, original state publicly in case anyone would find it useful and would want to build upon it for their own uses.
Seems like I'll have to learn to actually sculpt things in Blender first. And actually learn one thing or two about topology. As it stands, I only really know how to sculpt in other programs and some of them tend to produce meshes that behave weirdly when imported into Blender. This sofa (and some other models) for example just gets completely mangled if you try to apply modifiers to it.
Aight got a notification from this place and suddenly remember it exist. You can check when exactly each model was made by looking up their object name (like, Robert2050-07). Keep in mind I use a literal toaster to work on these things so a lot of optimisation is geared towards not making it explode.
From the top of my head:
Remade the model back in 2020 and recenty cleaned up the mess left in the process a bit. The model is now considerably different (I never actually retopologise my models, I box model them from scratch).
Given the universal artistic shaders I have been developing since 2020, textures are no longer necessary unless you want to recreate the old model's black shirt (which you'll hafta do it yourself as I haven't bothered with the UVs or shirt model). Although the model does have UVs it's mostly a test of Blender 3.6's new unwrapping functions.
Looking nice :)
Thanks! :)
The last asset I'd expect to receive such attention but here we are, haha. Thank you!
Yeah I don't normally try to optimise any of my models beyond a certain point as my focus is mostly posing and rendering static scenes with high-poly models. This model is intended to be viwed with about two levels of subsurf applied hence the blunt appearance of the base mesh. I'll probably be developing this model into a completely different direction from now on, likely introducing further imperfections and a higher poly count as per my tastes, but I figured I could release the model in its simpler, original state publicly in case anyone would find it useful and would want to build upon it for their own uses.
Yeah I wasn't sure how to make the preview work but guess I know now! Updated the entry.
:D
Nice!
Seems like I'll have to learn to actually sculpt things in Blender first. And actually learn one thing or two about topology. As it stands, I only really know how to sculpt in other programs and some of them tend to produce meshes that behave weirdly when imported into Blender. This sofa (and some other models) for example just gets completely mangled if you try to apply modifiers to it.
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