Blog

  • Garment creation with 0-thickness meshes and Mesh Deform

    Garment creation with 0-thickness meshes and Mesh Deform

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    This is a method I use for creating garments, such as shoes or jackets, out of 0-thickness meshes for easier handling within Blender, which helps reduce mesh complexity, while retaining a nice, detailed look. The greatest benefit of this method is that the weight painting process is extremely simple, compared to weight painting a complex…

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  • Mr. Behemoth VRChat Beta

    Mr. Behemoth VRChat Beta

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    I managed to port Mr. Behemoth into VRChat! This is just a beta for the time being, before I release the project files and the modified .blend. However, I would love it for yall to use him and tell me if there’s anything I need to improve still! Once he’s sorted out nicely, I can…

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  • Mr. Wolf (The Bad Guys, 2022)

    Mr. Wolf (The Bad Guys, 2022)

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    Description This is a heavily modified model of Mr. Wolf from The Bad Guys (2022), specifically from the DreamWorks All-Star Kart Racing game. This model was obtained from Sketchfab, and then heavily modified in order to enable his clothes to be modular, as well as adding naughty bits. Model source This model is primarily for…

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  • Mr. Badger update: Side fluffs

    Mr. Badger update: Side fluffs

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    I updated Mr. Badger so that now he has cute little side fluffs! Look at this baby boy. Get him here!

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  • Using gradients to twist textures into a spiral

    Using gradients to twist textures into a spiral

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    Mapping node: What is it? The Mapping node is super helpful! It lets you transform images by moving their Location, Scale, and Rotation. With other textures and numerical inputs, you can do all kinds of fun distortions to images! I like using it best with generated images, like a Noise Texture or a Gradient Texture.…

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  • Arranging UVs in straight patterns and using noise to create hair strands for stylized hair

    Arranging UVs in straight patterns and using noise to create hair strands for stylized hair

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    So, this is a little technique I learned from studying one of LeoTheModeler‘s fantastic models. The basic idea is that if you have a noise texture, you can make one of its axes be 0 (or near 0) in scale, which stretches it out. Then if you crank up the detail and scale, you get…

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