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Ultrapuff
Jack of most 3D trades, master of none.
If I don't feed the maker goblin in my head I'm going to be in the news.

Sam @Ultrapuff

Age 22, Non-Binary

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Ultrapuff's News

Posted by Ultrapuff - 2 days ago


Once more we are back at it again for Course Time! Got some lovely recollection to spill!


Since this was the first proper week of the course, this is where we actually started to do some proper animation! For the start of the course, we've been doing a lot of asset animation. This has been comprising of a bunch of car and vehicle animation. While it isn't the first choice for what I would want to do for animation, it's certainly a good start to get used to the animation tools in Maya. With Victor's animation experience, it's been a blast! I've been taking plenty of notes that are going to be very useful down the line!


Something that's also been surprisingly interesting is the wide variety of people that we get to talk to during the Ditlos. One of the more interesting ones what a talk from somebody that is in the team for the company's machine learning department. I'm not particularly a big fan of machine learning because of all of the low quality garbage that it can spew out when given to the hands of the public. However, when given to people that are conscious of how the technology works and the legal considerations when using it, it turns out to be a very interesting aspect of film making! One of the examples that was shown was of a stunt double of an actress' face being edited out through machine learning to the face of the main star. Considering how much of pain it would be to otherwise do it, it seems pretty cool! I'm on the stance that if Ai is used ethically, legally, and with the intent of removing tedium without removing the artistic intent of something, then it's pretty alright. I start to get a bit upset with Ai where it just regurgitates information that it's given to provide a barely legible answer and people just go with it.


A very exciting event that's coming up is a trip to a Uni campus to try out the motion capture suit that they have over there! I haven't really seen the process that goes into making a good mocap animation, so it will be very cool to see how it gets made! We've also started to use Animbot for Maya, which is a really lovely tool that makes the animation process a lot easier! One of the features I quite like is its ability to make keys that are already on the graph ease in and out of each other. There's a whole bunch of other features that are really good that I haven't gotten around to play with, but I plan to in the near future with my other class projects coming up!


That's all for this week! I reckon that this is probably around the length that these posts are going to be. Sadly, that means that they aren't as interesting as my This Week posts. I also don't particularly enjoy writing these posts as much as the other posts since I can't shown anything, but I hope to get some things done in my own time as I get better at managing my time at home.


Thank you and good-bye for today!


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Posted by Ultrapuff - 9 days ago


Hello! I will be trying to post as many weekly updates of my course as much as I can. I can't guarantee if that will be the case, since some weeks might be a bit less interesting compared to others As I said in last week's post, I'm not really going to be able to make This Week posts because of how busy I am. I've also signed an NDA, so I need to take care in what I talk about in these posts. As long as I don't talk about [REDACTED] or [EXPUNGED DUE TO LEGAL CONCERNS], I should be good. Without further ado, let's begin!


For the first day, things were pretty tame since it was orientation. We had a tour around the entire studio and the different departments that were around. The first day was more of less just to get us used to the ropes of how the studio handles using Maya on their workstations. Something that surprised me was the fact that they used Linux for their workstations. Everything that I had seen online pointed towards Linux not meshing well with Maya. Turns out, I was wrong! I'm quite happy that I am wrong, because that means that I can put it on my new laptop when I get it and not have to deal with incessant updates that show up out of nowhere! I HATE YOU WINDOWS! :) We got to have some really nice pizza at the end of the day as well!


Once the week started proper, that's when we started to animate! Nothing particularly special, but it was fun regardless. Our teachers are absolutely amazing! Tom and Angelo are really chill and keep the class in check when we don't have a lecture on in the day. We've also got Victor and Dave for our lectures. So far, Victor has predominately been the one doing lectures right now and he's been amazing! I've been able to write down a lot of notes that I know will help me with me animation later on! The first few sessions were to get us used to the layout of Maya and the specific workflows the studio has set up for it.


One of the interesting parts of the class is that we have Day In The Life Ofs, or Ditlos. Ditlos are basically times every so often someone who works at the studio in a specific role comes to us and tells us about how a day of work goes for them specifically. Even for the non-creative Ditlos, there's a lot of interesting information to gleam from it! It's not every day that you get to see the inner workings of a VFX studio in everyday life!


I reckon that this is a good point to end the post! I really don't have a lot of time to post on here anymore since the course is full-time, and I get home at around 6. I'm not used to having so little free time, so I have to try and figure out how to allocate the time that I have to myself. This is mostly just a little post to test the waters on if I can type for long enough to make this interesting. I hope that it is, and that I can post even more about it in the coming post!


Thank you and good-bye for today!


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Posted by Ultrapuff - 2 weeks ago


I was able to finish my Low Poly Day post by the deadline! Here it is! This post will also outline what I plan on doing now that I've properly started my course.


Looking back at the piece after the fact, I wasn't that big of a fan of the final product. There's a lot of things that I could do better, like the lighting and the composition of the piece. However, I did leave that at the very end, so that's on me. I think I also just don't vibe with the low poly pipeline. I'm not the biggest fan of having such a restricting artstyle, so I think I'll stick with my high poly stuff.


With my course finally gearing up, I know that I won't be able to post my personal projects as frequently as I would like to. However, I'm still able to talk about what I do at the course (without breaking my NDA, obviously), so I've got a plan on what I can do now. Starting from next week, I'll start making new posts that entail generally what I do each week in my course. This will be different from these This Week posts, since I'll keep them separate. With the course being full-time 9-5, that leaves much less time to work on my personal stuff without burning myself out. This obviously means that I won't be able to post about it as often. I will try to make separate posts as needed in case I find time to do personal stuff. However, it seems like I'll have plenty of things to talk about during my course! One of the first big things that we are going to do is a motion capture demo! This will mean that we'll be able to see how someone can wrangle raw mo-cap data and make it into something appealing. I'm very excited to work hard in the course! i was worried that I would need to have a really good understanding of the principles of animations to make anything good in the class, but the teacher reassured me that everything that we make up to the deadline for the assessments are to give us a better understanding of the core principles.


Not really much to talk about for this week, but stay tuned for the upcoming posts talking about my course in the coming weeks! I hope it will be just as interesting as these posts!


Thank you and good-bye for today!


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Posted by Ultrapuff - 3 weeks ago


Bit of a shorter post this week! With Low Poly Day coming closer, I've been working on my models to get it done before then. However, there isn't particularly much to show off.


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So far, this is the progress on the Jeff and Jules models that I've been working on (The Cory model hasn't had any progress yet). Something that is the most striking change that I've done is make the hair a lot more vibrant. This makes it stand out a lot more, especially against the lower contrast colours of everything else. For the textures, I've been primarily using gradients that I've pixelated afterwards. This lets me minimise the amount of UV unwrapping that I have to do for the models. I haven't textured the weapons yet since they're a bit more complicated than the character models. Progress has gotten a bit slow because the novelty of the project has run it's course, and I'm craving to work on other things now. There's also the nervousness of starting my Post Grad course next week. I've been very nervous for the whole week, especially since I haven't been doing much animation at all. That's been because I've been too scared to start. I did do something for my demo reel for that animation test a while ago, so I've done some animation kinda recently, so I know that I can still animate. I'm hoping that I haven't gotten so rusty that I can barely make something coherent.


On the note of my course, it's very likely that I won't be able to make as many significant posts once I start. Considering that this is a full 9-5 course for each weekday, there isn't particularly much room for me to do my current projects without burning myself out. I'm hopeful that I could ask to pump out playblasts for my school work to be able to post on here, so fingers crossed!


Something also to note is that I plan on making a little something for the Pride Collab. I won't give details, but it's just something simple. It's very interesting that, out of all the avenues of personal expression, this is the one that I've embraced my feelings about myself through updating my bio. I haven't even told my brother, who is very woke (affectionate). I suppose that it's easier to just edit some characters on an online profile than it is to tell someone huge news about yourself. I wouldn't dare tell my dad about this. I have absolutely no idea how he would react at all. So for the time being, it's fairly under wraps in terms of my real life relationships.


If you don't have a clue what I'm talking about, I'm saying that I'm non-binary. This particular part is just to convince myself about it. It's been something that I've had on my mind for a long time, and I've finally found something that I feel describes my circumstances. I might eventually share a story about how this came about, but that's for another time.


Apologies for having less updates this week! As I said, it's slow going because of the dwindling interest in the project. I'll be sure to get it done by the day though!


Thank you and good-bye for today!


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Posted by Ultrapuff - 1 month ago


As a nice change of pace, I've started working on my Low Poly Day piece! To be fair, I should have started earlier but I was preoccupied with other things these past few weeks.


For my low poly art, I'm planning on making a little diorama based on Dead Estate! I figured it would be fitting, considering the game's origins on NG and the game's pixelated artstyle. All the main models have more or less been modeled, but at varying stages.


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The model with the most progress done is the Jeff model. For a majority of the model, I use a subdivided sphere, and alter the parts as I go. I figured that this would give me enough flexibility to make complex shapes with still keeping the models coherent as I went along. While it may still seem simple, the pistol that Jeff is holding is the most complicated part of the model. Since I wanted to try and get the weapons as close to the models from the game, I tried my best to make the general shape of the weapon while still allowing for enough details to be filled in with the textures. This has turned out to be trickier than expected, as the only 3D reference for the pistol is the rotating sprite in game. For the textures, I've been using a combination of noises, gradients, and pixelation filters in a program called Paint.net. While I could use Photoshop or Substance Painter to make the textures better, I feel that for this fairly simple project I can get away with very simple textures. Photoshop would be overkill for what I'm making right now, and Substance Painter doesn't have a good way to make pixelated textures out of the box (Though there's a very good plug-in that fills the gaps!).


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The second most finished model is Jules', with the least being Cory's model. I at least tried to get the faces on each of the characters before I start texturing them so I get a better idea in my head on how they should look like. On the subject of faces, one of the ways that I've been trying to make each model unique is by making them have a different major facial feature each. For Jeff, this is his closed eyes and a lack of a mouth. For Jules, it's the open eyes with a wide grin. And for Cory, it's just her mouth, though that's a crucial part of her design in the game. That's not up to me. One of the most interesting parts of this project so far was figuring out how to model in a low polygon count while still making it look passable. My only foray into low poly art was one incredibly simple model that didn't really go anywhere. I didn't want to bite off more than I could chew, so I opted for detached limbs and heads for simplicity. This would also mean that if I actually have the time to make a diorama, I could pose the models without having to make a rig for each character. Surprisingly, the Jules and Cory models were modeled in a single day. If I want to make a decent backdrop for them, it would definitely be possible.


I plan on looking into some plug-ins that are available in Blender to achieve the look that I'm going for. As much as I love to use Maya, Blender has many more free plug-ins for the Le Epic Hecking Retro crowd that I can utilise. I've had a very cursory look into what Maya can do to emulate the PSX style of rendering, but it's too much work at the moment than I would like. One of the main things that I want to be able to get right is dithering on the shadows of the models. Standard lighting and shadows wouldn't be enough for what I'm going for. However, this would mean that I would have to figure out how to properly render images from Blender. I'm sure it isn't hard, but I'm just not a fan of figuring out rendering engines.


That's it for this week's post! I'm going to focus more on finishing all this low poly stuff before the deadline, so expect more of this for the next few weeks. After that, I'm either back on my persona modelling or my OC modelling. Both of those have different roadblocks that I need to figure out how to get past. The persona is in real need of a jacket of sorts, but I don't know how to go about making it look good. The OC's modelling is almost done, but I can not for the life of me figure out how to make the hairline look nice. Those are issues for another day, though!


Thank you and good-bye for today!


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Posted by Ultrapuff - May 20th, 2025


I was on a roll with modelling my OC this past week! However, I was in the zone so hard that i forgot to do any progress for my Low Poly day piece. Whoops! I don't really mind, I plan on making it through out the week since the deadline is getting pretty close.


Enough talk! Let's get into the progress made on the OC model!

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A lot of progress has been made with the model. As well as mirroring the body, I also connected the head! I was honestly dreading connecting up the two parts of the model because of the huge difference in the polycount for the head and neck. I did eventually connect them in a way that I figured would look nice in motion. With the turtleneck, I had a very distinct idea of having sharp shoulders for it. I know that it isn't really how fabric works realistically, but I threw realism out the window when I planned to make a pink-toned half-monster girl with a bunch of eyes on her face's right side. When I first made the turtleneck, I thought that something was missing that would make it look a lot better. I eventually figured out that it was the folded up parts of the model looking too flat. I eventually added extra edge loops to it to add some curvature to it and moved the vertices a bit closer to the arms. I think one of the reasons that I've been having so much trouble with making clothing for my persona is because of the floating limbs of the character. because of the amount of visible negative space from the floating parts, I have to model the inside of the majority of the clothing. With this model, there's a lot more leeway in cheating the clothes for modelling. Whenever possible, I cap off the holes of clothes to reduce the polycount and workload for texturing and rigging while still giving the illusion that the model is being worn.


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The part that I'm REALLY proud of with the model is the hair. Shapes like these have one of my biggest modelling white whales for AGES. I've looked at different ways of making this particular shape through things like ZBrush or even Blender. I decided to, through sheer chance, looked up a video on how to make meshes follow along curves in Maya. As soon as I saw the end product, it blew my damn MIND. With a curve selected, I use the Curve Warp deformation function to make it work. It looks soooooooo goooooooooooood! I love how these parts turned out! The best part of it is being able to change the size of the model to go from the really chunking starting part of the hair right to the sharp tip of the end. Combined with bumping the crease tool to the max, I've made the absolute perfect hair. More than I could have ever wanted. The main inspiration for the hairstyle was actually from Mercy's Overwatch 1 look! When I first had the idea of this character, I had the plan of her hair just being a ponytail, with nothing at the first to accentuate the eyes and teeth. As time went on though, I felt that adding some more at the front would be best, since the character is mainly going to be seen from a front angle. I can see this being a little bit tedious if I wanted to try making some larger or more complex hair shapes. I can see me using this in that workflow, though. One of the most annoying parts of making the hair is the parts that don't look as spiky. I've been trying to figure out how to make a hairline to no avail. I've tried using the curve warp method and a cap with guided textures. No dice, though. I might have a plan on what to make, but it's a bit annoying to execute since I have to use the live surface tool to make it. It will probably be easier to do compared with trying to use it with the base mesh, but the complexity comes from the overall shape that I want to get.


In terms of my other projects, I don't have anything updates I've been so caught up on making this model that I haven't done anything else! I'm still racking my brain on how to model a coat for my persona, and the Navi model is at the texturing stage, but I just haven't done it yet. Don't get me started on the Star Slipper, either. That's been the garage in need of a tune up and I've barely touched it.


That's everything for this week! It might seem like it wasn't a lot, but plenty of hard work was put into doing a lot of very small things for the model! I hope to show a little bit more variety in next week's post, so stay hyped!


Thank you and good-bye for today!


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1

Posted by Ultrapuff - May 13th, 2025


I made a lot of progress on my OC modelling! I didn't do any persona modelling simply because I was enjoying this so much! I even worked on it a little bit throughout the weekend I was having so much fun with it!


One of the main things that I worked on was the OC's face!


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I'm super duper happy with how this is turning out! This screenshot is a little out of date, since I've gotten the eyes in the head, eyebrow and a couple other parts in the head since I got this screenshot. The various eye holes were quite a challenge to make it look good while still keeping it look nice. The way that I went around doing it was duplicating a section of the head plus the blockout eyes and making it a live surface in Maya. I then did the outline of the eyes, making sure that they had 8 edges to keep things manageable. Once I got the main shapes going, I then went around every eye and connected them together with some polys. I didn't really try to keep the topology clean in the connecting areas because it's only the eyelids that I plan to make move. While it was, overall, a tedious process, it was still something that was relaxing in a way. I didn't model the entire head on my own. Using a base mesh that I found on Gumroad, I was able to alter the proportions partially based on a post from Nsio on Deviantart to get something that I wanted. I'm honestly quite stunned that I was able to change the proportions of the base mesh so much that it's hard to tell at a glance that it originated from the base.

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I also got the body to a good enough state that I would consider it to be ready to be used on the model. Sadly, the head and the neck have very different polycounts, so it's going to be a bit annoying to connect up. One of the serious problem areas that I had trouble with was the palm of the hands. I had a lot of trouble trying to connect them in a way that looked clean, so I just did the best that I can and connected it up. It isn't the best, but I'm sure that if I were to rig the model, it would have mostly ok deformation.

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Besides the parts that I forgot to take screenshots, that parts that I need to get around to doing is the clothes, texturing, and rigging. I'm going to keep using the Arise rigging system because it's just a great resource for someone like me that really doesn't want to learn rigging myself. I'll be sure to post screenshots of what I didn't post here in next weeks blog post.


For the coming week, I'm planning on making a few models for Low Poly Day. I'm going to make making some really simple models for some characters from Dead Estate. I'm considering making a little diorama environment to put the models in, but I don't think I would have enough time to do that. If that's the case, I'll just rotate the models with a nice looking background. I'm planning on making models for Jeff, Jules and Cordelia. Considering Jeff and Jules are the starter characters and Cory is a character I'm quite fond of, the choice was pretty obvious. I'm going to try to use the workflow I've been using for this model with the low poly ones. I don't know how it's going to work on such a low polycount, but that's what experiments like this are for!


I think that considering the results of the body and that I'm actively using the test I used before, the workflow experiment for organic modelling is a resounding success! I've already got some ideas on how to make my other OCs using this workflow! There's a few plans that I've got in my head for them, but that's still waaaaaaaaaaaay far down the line. I reckon for the next couple of weeks I've going to be having a lot to show! Get hyped!


Thank you and good-bye for today!


Tags:

Posted by Ultrapuff - May 6th, 2025


I did some more modelling for my persona's clothes and more experimenting with that workflow I've been using! I plan on trying to make a proper character model using the workflow in the coming week. I've got an idea on what I can do which could be sort of simple.


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The character redesigns are still slow going. It's more of the same, trying to get clothes to look right in a way that I enjoy looking at it. I managed to get the saggy pants that I wanted, which I'm quite happy about! I used Maya's dynamic nCloth system to get the bottom parts of the pants to sag in a way that I think looks good. I think that the vest still needs some work, however. I've considered multiple times of just scrapping the vest, but I feel as though it holds too much of an important role in terms of the characterisation of the persona and the silhouette of it all. I might have a look at some other clothes that I could use instead that still give off a punk style, but for the time being I reckon I'm going to stick with it.


For more exciting news, I've done some more experimenting with my workflow!


This experiment in particular was quite a milestone. I did my best to make a very rough organic female humanoid model. I'm not really the best at making blockouts so I found one on Gumroad by Gakabox that I could use for this.


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I'm really happy with the results that I managed to get out of this! I'm really excited with the potential of using this for some actual models that I can use in the future. Like the other experiments, I used Maya's Quad Draw in conjunction with the live object tool so that I can follow along with the shape of the base mesh. I also had some topology guides on my second monitor to follow along with as I went about this, since I am really bad at edge flow. I didn't completely finish it since I only wanted to see how far I can go without having a character in mind (I managed to get this done in a day, which is impressive for me!). There's plenty of problems with the mesh, like edge flow and nasty topology, but for a test, I think it passed with flying colours! There are a few issues that I ran into when I was working on this however. One of the main problems that I had was vertices slipping underneath the surface of the mesh. This was because of how the base mesh was structured. Like many other base meshes, it's comprised of various different shapes in a blockout of a character. This means that the vertices will sometimes get confused when extruding, and go underneath where I want it to go. This should be a fairly simple fix of dynameshing the pieces together in Zbrush. I also don't get as much detail as I could if I were to make the model myself. I don't really want to concern myself with this though. The amount of time that I save using this workflow compared to learning and perfecting sculpting and stylised anatomy myself is immense. The other issue is more of a mental one rather than a technical one. For some reason, I have this little voice in the back of my head that says that this is cheating. Which, to be frank, is ridiculous. Why would using a free base mesh be cheating? I think the main thing is my obsession with having to every part of the pipeline myself and my perfectionism. I have a really hard time asking people for help, so this could stem from that in a way. I'm trying very hard to shut up that voice in my head, but it does peep through every now and then when doing this.


I'm very excited to see how far I can push this workflow! The character that I've got in mind is an OC that I've had floating around in my head for a while now. They started out as a little play around with a Picrew ages ago that I've somewhat fleshed out into a character. I'm hoping that this new way of making models will allow me to actually make it while saving time on having to learn sculpting. I've found some more resources on Gumroad that I'm very excited to use. They all help to make the certain style that I'm looking for. I really hope that I will be able to make some progress on it and show it next week!


I'm also planning on making something for this year's Low-poly day! It won't be as high priority as the OC model, but it'll be a good opportunity to see how the workflow deals with lower polygon character models! It will also be a good opportunity to see if I can make some models with different restraints that I'm used to. I've got a good image in mind that I want to make!


Thank you and good-bye for today!


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Posted by Ultrapuff - April 30th, 2025


This past week, I did a bit of experimenting with a new workflow intended to create organic humanoid models. Didn't really do much in terms of my other models since they've gotten to the parts of the process that I seem to stagnate on (in particular, clothing and texturing). I reckon I got some good results from the experiments though!


It's no secret that I'm not the best at sculpting. It's one of my many white whales when it comes to 3D art. Zbrush is obviously a very powerful tool, but when it comes to learning it (and learning on my own in general), I always get scared of failure and lock up before I get the chance to fail in the first place. The problem, however, is that I want to make things that tend to require a lot of sculpting in the first place. The most obvious of these being organic humanoid character models. I've got a few OCs that I haven't shown at all on here because I don't have anything that is tangible.


However recently, I had a thought to myself: "What if I take the easiest parts of sculpting and one of the most intuitive parts of Maya and combine them into one?" Essentially, I have attempted to take the very rough blocking out phase of sculpting (where one blocks out the main shapes of a character with rudimentary shapes) and combine it with Maya's quad drawing tool. This can allow me to create characters in a way that can be a bit more comfortable for my skill set, if I give myself time to refine the process. The blocking out phase is easy enough since for the time being I can just follow along with references or anatomy until I can feel confident to make something more unique.


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For my first two experiments, I wanted to just get my bearings around this new(?) workflow. I got some very rudimentary anatomy references and sculpted some rough shapes of the parts I attempted to make. I feel that this part in particular is very well suited for Zbrush brush. For one, this is the only part of the process that actually involves something that would resemble sculpting. For the time being, I tried using Maya's sculpting tools to get the shapes that I wanted since I just wanted to quickly try this out. While they aren't particularly good, it was decent enough that I could actually get a result. With these early experiments, I just wanted to see if this workflow could actually produce something that at least somewhat resembled the reference material. There isn't any particularly good topology and are very unfinished. They did, however, show me that I could potentially use this in order to get a better result. The arm test in particular seems quite promising. It might have been unintentional, though. Because of how the mesh that I used for the blockout was just segmented spheres combined together it produced a clear distinction between the shoulder, bicep, and forearm.


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For my next experiment, I tried to use more complicated reference material. I ended up using half of the model that I ended up using since Maya's mirroring can be a bit bad. Something that is noted in the image above and what I used in all my experiments was the Live Object tool. This allows new vertices, edges, and faces to magnetise to the surface of the live object. This works particularly well in conjunction with Quad Draw, which allows the user to place vertices anywhere. This includes the surface of a live object. I think the results of this particular experiment was a success! There are many problems like the pinching on the model, and I missed some basic topology stuff. But like a said before, this was just to see if the workflow could actually make something. I'm honestly quite surprised with the results of this! I remember trying to make a face in Blender when I was first starting out (it might have even used the same reference) and it never ended up going anyway because of the limitations of purely hard surface modelling.


I reckon that if I refine the base shapes, and remember what good topology looks like, I could really make some cool stuff with this! I'm not sure if I'll make something with it right now because of my other projects, but It'll be good to have in my back pocket.


Thank you and good-bye for today!


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Posted by Ultrapuff - April 23rd, 2025


Easter holidays sort of stifled how much I planned on doing last week, but I've still got a little bit to show!


First is a little bit more of the Navi model!

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The model is pretty much up to the point where I can start doing UVs and texturing it. It's not really my favourite part of making a model, but it's what I have to do to actually make something. There is a little bit extra that I've done in terms of how the model looks. The main thing is the antenna. I've just made them thinner and much longer. I'm hoping that doing this will allow me to facilitate having doodads and doohickeys appear in front of the antenna for more expression on the model.


This next one is a little bit more substantial! Got some more redesigning of my persona done!

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Don't mind the weird Earthworm Jim end of the singlet, I'll talk about it!


One of the main things that I wanted to do with the model is make the jacket have more of an identity than just some overwear. Instead of trying to fit the outline of the previous iteration, I've decided to make the upper body's silhouette more unique through having a much smaller vest. Something that was very odd was that the arm holes of the vest protruded out much more than I liked. I just fixed this by pulling back the verts really far. The singlet that I'm planning will also help with this. I tried to ages to get a proper T-shirt to look good on the model. However, every version of it that I attempted to make would have some tiny detail that I didn't like. Turns out that I got it right super early in the process, and I just decided to give the model a singlet. The plan with it is to make it very torn and rugged to get a punk style going with the model. I don't think I'll tear up the vest, but I'm always open to making things look nicer (perfectionism, what's that?). For the tears I'm thinking of either doing some simulation in Maya to get a base to work with, or working with some booleans in Zbrush. I've found a really cool article talking about how somebody goes around making stylised clothes. Maybe I could use that with the vest as well? One of the tutorials I'm very excited to follow is the belt one. I feel that the belt and pants in particular are something that I need to work on, so having a tutorial to help will is much appreciated.


Another adjustment I made was eeeeeeeeeeeever so slightly smoothed out some parts of the main body meshes. It's subtle, but the shoulders and lower legs are where it's most prominent. This is mostly to make it a bit more bearable when rigging. I don't know if I'll keep the thick lower legs, since they make it a bit annoying when making shoes. Then again, as long as I can make the shoes look better than they already do it should be fine.

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I'm pretty hyped to work on my Zbrush skills! It's something that I've been neglecting for the longest time (as well as my animation, whoops!), so it will be good to finally actually do some stuff in it! Something that I also want to try out is a technique I thought of for making humanoid models. If I get around to doing it, I will for sure show it here!


Thank you and good-bye for today!


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