gettin those arms moving right! these are some basic shape keys, nothin fancy happening yet
06.10.2025 09:17 โ ๐ 405 ๐ 35 ๐ฌ 10 ๐ 0@lostproxyorc.bsky.social
NSFW/๐ | 3d artist and animator | Size diff n' Macro/Micro stuff | Humans small, Monster-Men BIG | Orcs, horns and tusks Links: lostproxyorc.carrd.co Patreon: patreon.com/LostProxyOrc SubscribeStar: subscribestar.adult/lost-proxy-orc
gettin those arms moving right! these are some basic shape keys, nothin fancy happening yet
06.10.2025 09:17 โ ๐ 405 ๐ 35 ๐ฌ 10 ๐ 0;]
05.10.2025 16:00 โ ๐ 9 ๐ 0 ๐ฌ 0 ๐ 0yeah
04.10.2025 22:53 โ ๐ 489 ๐ 154 ๐ฌ 15 ๐ 0Back from the hunt
03.10.2025 01:32 โ ๐ 851 ๐ 196 ๐ฌ 2 ๐ 1orctober #2
02.10.2025 09:23 โ ๐ 108 ๐ 33 ๐ฌ 0 ๐ 0If you're having a specific issue that vid tutorials aren't helping with, you can usually find helpful posts on places like stackexchange or blenderartists(.org) (or similar forums sites if you're using other 3d software).
01.10.2025 19:49 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0Unfortunately I don't have much in the way of spare time these days, so I can't really teach ppl things one on one.
01.10.2025 19:49 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0A lil extra for #orctober to go with a repost: a comparison I posted on FA a bit back between part of the final animation and the old SFM wip that inspired it:
01.10.2025 13:54 โ ๐ 70 ๐ 11 ๐ฌ 3 ๐ 0X pt. is used to generate a distance map to use as x coordinates. Y pt. is used to generate a distance map to use as y coordinates. X pt. is only slightly offset from the location of Y pt.
Results when both distance maps are used as coordinates for a Gabor texture. In this example X and Y pts have also been assigned for all the other toes (with some blurring in geo-node to smooth the meeting points of each distance map).
So, I was trying out some random things and apparently if you take a point slightly offset from the one used to generate the y coordinates and use that to generate x coordinates it just sorta works?
I'll still need to paint in the whorls, but this is a massive time saver.
A Gabor texture correctly mapped with both x and y coordinates
A Gabor texture mapped with only y coordinates
All good, but without x coordinates I couldn't properly map a 2d texture (like this Gabor texture) on to this, which means I couldn't get the lines merging like in an actual footprint.
26.09.2025 19:46 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0Vertex on the underside of the big toe which has been weighted to 1 and stored as its own vertex group
That vertex is used to generate a map of the distances from each vertex in the mesh to that stored point.
That distance map is then used as y coordinates for a y-aligned wave texture which produces concentric rings emanating out from the original point.
So quick breakdown with one toe: set a pt. in the centre of the underside as a vertex group. Use geo-nodes to get the distance from every vert to that centre pt. Then you can use those values as a y coordinates for a y-aligned wave texture to get a set of (fairly) equal concentric rings.
26.09.2025 19:46 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0So, I think I've figured this out now :d
26.09.2025 19:46 โ ๐ 37 ๐ 3 ๐ฌ 1 ๐ 0Will figure something out or just bare with it I guess, since I enjoy laying out the process for stuff like this, but will save that for later since it's time for ๐ค
26.09.2025 04:18 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0Actual height values are 0-1 but I clamped 'em down for screenshots (+wireframe) just to be safe since it's such a harsh pattern to look at.
Want to do a breakdown of process so far, but the amount of visual interference the 'raw' procedural pattern causes in screenshots is so nasty :v
Having a go at making the height map semi-procedural to cut down on the amount of stencilling + hand-painting required (still going to require baking to image and some painting over I think).
26.09.2025 04:18 โ ๐ 24 ๐ 0 ๐ฌ 2 ๐ 1Yep. Seems to be common practice now to juice 'engagement' with a new feature in anything; just turn it on by default and hope nobody notices. Super annoying.
23.09.2025 15:49 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0If you're talking about 'autopilot' then yeh, I turned it off the day it got turned on for me back in August.
You should be able to do it too in your Promotion settings once they've turned it on (if the option to do it isn't there yet?).
I have all the auto-promo stuff turned off on mine.
Tiling an image texture would work fine for a distant object, but can also cause issues of visible repetition as well.
In the end, the procedural version wasn't complex enough to cause any performance issues (compared to all that hair), so I just stuck with it.
Procedural textures will always remain sharp regardless how close you zoom in, while image textures will eventually blur (regardless of how high-res they are).
So that was useful both for close-ups and for having a clean alpha/transmission masks.
The fabric pattern came from combining stuff from a few tutorials on making procedural fabric in Blender that I watched back then (I can look 'em up when I've got some time).
As for using a tiling image texture-
Uses a procedural texture which I could turn into a bump map and alpha + transmission masks (inner lines are removed). No displacement. All the fluff is from having thousands and thousands of semi-transparent hair particles layered up lol
22.09.2025 03:01 โ ๐ 1 ๐ 0 ๐ฌ 1 ๐ 0Thanks, custom one I made for that animation, though unfortunately kind loses a lot of the detail when in motion:
22.09.2025 02:12 โ ๐ 5 ๐ 0 ๐ฌ 1 ๐ 0The part of the geo-node setup that handles the car shaking while moving and coming to a stop. One node groups is highlight in red and is opened up to view in the next image.
Inside view of the previous node group.
The car shaking is handled by pulling a value from a scrolling noise texture and converting that into a rotation value. Its 'frequency' is changed by scaling the noise texture, its 'amplitude' by remapping the range of the output to new values:
22.09.2025 02:01 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0Screenshot of part of the geometry node setup driving the cars in the above video, specifically the simulation node group (purple area) that calculates the distance the car has travelled and how far its wheels have turned each frame. Instances for the car's body and its wheels are fed into the simulation node group, transformed accordingly, and then fed back out to be displayed each frame.
Kept it simple; cars can only drive in a straight line but I can keyframe in the acceleration/deceleration for each and all the motion (body and wheel rotation) is handled.
The 'car' is just instances for the body and wheels being transformed, so meshes can be swapped in/out super easy.
Was hoping to get some more destruction stuff done this week but ended up rounding it out doing vehicle related things instead, including getting a basic geo-node setup for traffic working (each car is a separate mesh plane with instances controlled by geo-nodes):
22.09.2025 02:01 โ ๐ 56 ๐ 3 ๐ฌ 3 ๐ 0Heaven and Earth
20.09.2025 10:54 โ ๐ 1906 ๐ 505 ๐ฌ 15 ๐ 0A traditional drawing of a muscular Symbiote-Xeno hybrid man. His body is glossy black with sharp highlights, exaggerated muscles, clawed hands, and very large genitals. He drips with black goo as he steps forward towards the viewer. His thick tail curling behind his leg. Various color pencils and pencil extenders lay scattered around the drawing.
Goopy stomp! ๐ค๐ฆถ
#muscle #venomorph #goo
A bugbear wearing an ornamental loincloth, jewelry, and a devilish smile emerges from a black hole, perched on the tip of a cliff-face. Behind him, the black holeโs purple accretion disk swirls, and on its face, two echoes of the bugbear both grin(right), and taunt(left) the viewer, as he spreads his arms to channel powerful magic.
Gravitational Lensing
By @noswift.art ๐ธ๐ซ
quick comm for @rockheadkengo.bsky.social <3
15.09.2025 04:50 โ ๐ 2234 ๐ 497 ๐ฌ 14 ๐ 2You could probably do this with a driver directly on the camera, but... I find playing with nodes to be more fun than scripted expressions.
14.09.2025 17:31 โ ๐ 5 ๐ 0 ๐ฌ 0 ๐ 0