The addition of tail/hat physbones and a second handful of facial expressions means the Quest version of this model is now feature-complete! Up next, a polycount more at home on an Xbox 360 than a Playstation 2 :servbot_exuberant:

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Truly a fun time tonight, I was honored to be in the company of not just one but four iconic personalities in the same conversation

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Testing the fixed-eyes/face version of this turned into a little selfie adventure against wall art. (Worlds: Coopertom's amazing mall and a gorgeous implementation of Xenoblade 2's Argentum trade guild)

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Clover and I finished catching up with the Halo co-op campaigns two weeks ago, to commemorate the occasion they gave me the Halo encyclopedia from Dark Horse; I took it as a cue to get a few extra bits and pieces to celebrate it for myself

A wonderful birthday art gift from @moult, featuring a very kind rendition of my streaming mindset

An early birthday gift from my amazing partner @phenokage , this controller nails the Saturn feel without question and is going to be my input device of choice for 2D games for the foreseeable future :welco_metot_henex_tlevel:

I'm OK calling this the final Quest diffuse texture; I decided to remake the eyes to (in addition to featuring the inset pupil you often find in fursuits) provide the energy I typically bring to a conversation

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Celebrated fInally/mercifully hitting new 3D modeling milestones by treating myself to a sweet new device! (Depicted here with an aftermarket band bought off Etsy that comfortably fits my adult wrist)

Updated roadmap! (The next step, "upload PC version with PC Standard shader", is a given.) The second list marks the feature-complete Quest model; end goal is to have a PC version that makes sensible use of the Excellent avatar budget (over 6X its current level of geometry)

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Early days for this model (some world shaders display in front of it, I think because I'm using a Quest material on PC) and WMR tracking makes me move like a gremlin, -but- it's still fully functional with moving fingers at 4,998 triangles (pics by @Cynosurae@twitter.com)

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I'm at the point in the 3D modeling process where changes start coming in smaller and smaller increments, which means I should probably finally venture into uncharted territory by setting up eye/mouth vertex groups/blendshapes and importing this MFer into Unity

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Fully enclosed, I can't wait to find out how many concessions I'll have to make to make this properly animation-friendly

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I'm going to softly tap against that 5000-triangle Quest geometry limit, it's obvious at this point

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#FFXIVAsPlayedByLobst (message marking removal of New Adventurer status) 

Finally (fantaslly)

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Legit wasn't expecting this today (I thought 6.1 maintenance would start late tonight, I almost never read login messages). Well, today's a Blender day I guess

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Refinement of the head, face, and accessories (hat, glasses, shirt harness). There's plenty of wasted geometry in the untouched parts but I've heard it's easy to accidentally surpass Quest polygon limits, we'll see how much individually modeled fingers will make me panic

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"Basic Box Model", just laying out an enclosed, unoptimized, and extremely not-final shape extruded from the default box. The plan is to Ship-of-Theseus this geometry into something with more moxie

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Let's call this attempt #15, that's probably not too far off from the actual number. Box modeling starts, uh, soon, let's say

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#FFXIVAsPlayedByLobst (5.0 spoilers) 

The quest following the Warrior's downfall (literally "get out of your terminal sickbed and get some fresh air") was pretty impactful for me. The light enveloping The First is a beautiful effect in a vacuum, but seeing it dispelled several times in favor of getting to see the ebb and flow of a day/night cycle makes it easy to resent the light's sudden return. This development also came across as an ever-so-brief rejection of main-character mentality

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