π
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Our Friends are waiting for us
#Splatoon #Splatoon10thAnniversary #γΉγγ©γγ₯γΌγ³10ε¨εΉ΄
CHROMAINMAKOPIA (Splatoon edition)
#Splatoon3 #splatoonart #Chromakopia #Tylerthecreator
Today is my bday
NEW MARIE MAGAZINE?????
#MAR13Day #MAR13 #Splatoon #splatblend
Doing art is like playing a roguelike, when you just start out you might get lucky and make a good piece here and there.
but itβs not about beating a run once, the real mastery comes after you do it over and over until you learn the systems and tools and can win consistently.
Noted π
When working with the game models you'll see that the expressions are separated into their own meshes, and those are also separate from the main head mesh. This creates a visible seam between the face and the skull, which introduces issues with subsurface scattering (if you use it). To fix this, just duplicate the head for as many expressions as there are, and join them individually (don't forget the mouth meshes too!) Then you can go into Edit Mode for each new head, select everything (A), then merge by distance. Make sure the value is extremely small (something like 0.0001) to avoid accidentally fusing the lips together.
If you fused the face models with the heads, now you're just left with multiple heads! Merging this to the Body mesh isn't a very good idea considering the expressions will need to be swapped out in the future. If you're not using subsurface scattering, you can just keep it like this - but if you are - the seam between the head and the body will be very visible. There is no way around this aside from making the entire mesh completely solid. So, instead of joining and merging the vertices here each time we make a new render, we can just use the Boolean modifier to temporarily join the two meshes into one during renders. Place the modifier on the body mesh, and make it look exactly like this. For the object, just choose the head mesh you'd wish to join. Important Note: The Boolean modifier lags the viewport immensely, especially during posing. It's best you disable the modifier in the viewport, and only have it enabled on render. And in the actual outliner, reverse it. So, enable the unmerged head in the viewport, but not in the render.
π§΅ Blender Tips Thread
(since quite a few were interested!) Decided to make these into images rather than risk the post character limit.
I'll be adding onto this thread whenever I come up with new tips. Keep in mind these mostly will be Splatoon specific!
First tip is "merging faces" π¦
#splatblend
sweet!
this looks very promising!
π
"what's this... suh-witch?"
#splatblend #blender3d #splatoon3
Reposting this patchy + cirno render I did a while back
#touhou #lowpoly #blender #patchouliknowledge #cirno
#miku #mysims #krita
Sorry i haven't posting alot just been busy this week but heres some unfinish renders
Medic: hMPPPH MPPPPHH mpppphhh!!
Witch gal (late Halloween render)
#Splatoon3 #Splatoonart #Splatblend
Thanks for the 5 followers
Planning not to leave Twitter (yet) but if Twitter goes to shit ill prob switch here and start fresh new again where I post here more often I still link my other social medias here soon
Ion got issues
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#splatoon
#γΉγγ©γγ₯γΌγ³η΅΅ζγγγγ¨ηΉγγγγ
My first art post on this website
Fangirl Fury (my first post)
[ #grandfestival #Splatoon #Splatoon3 ]