Lost_Proxy[Orc]
@lostproxyorc.bsky.social
1.4K followers 580 following 290 posts
NSFW/🔞 | 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
Posts Media Videos Starter Packs
4 shots to work on for this update (now 5). Hoping to squeeze in some corrections too, but shall see how much I can get done by the end of the month.
Working on a new climax shot for the Lug animation atm: bouncin' on it (getting repeated full-body slammed to climax beneath a giant orc's toe).
Reposted by Lost_Proxy[Orc]
gettin those arms moving right! these are some basic shape keys, nothin fancy happening yet
Reposted by Lost_Proxy[Orc]
Reposted by Lost_Proxy[Orc]
Reposted by Lost_Proxy[Orc]
If 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).
Unfortunately I don't have much in the way of spare time these days, so I can't really teach ppl things one on one.
A 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:
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.
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.
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.
So, I think I've figured this out now :d
Will 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 💤
Actual 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).
Yep. 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.
If 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
Thanks, custom one I made for that animation, though unfortunately kind loses a lot of the detail when in motion:
Making steady progress 🧦