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RaweTheWolf

RaweTheWolf

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RaweTheWolf posts

Fat ripple as rendered (Animation)

Link to clip: https://mega.nz/file/dvdw2DzI#qK7VA7ByGhbl_fpBohdkjmMSKKd4UGUYLZkz--iQeuE

This is how the ripple test finally looks. It is pretty nice to see the ripples are visible here too. :D

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Fat ripple (Animation)

Link to test animation (I hope the link works) : https://mega.nz/file/FvMXRK6T#zM4Ahs3Tsm4xnAdkyitcTGsm63NGO7cWCHNehs1t0zk

I did a quick animation to better show how it looks with the fat ripple effect of the dynamic brush. Changes to the mesh in general are more visible in this gray preview. The ripples are easy to see here, whereas in render they are kind of hard to see, u...

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More jiggle

I wanted to try and make additional jiggling and surface deformation, without making the mesh denser for the physic simulation to handle. Having more jiggle is always nice when the belly gets squeezed or slapped.

This can be done with dynamic paint. With dynamic paint, you have a canvas (one canvas per effect), which in this case is the body, and a brush which is the hands. When the brush gets in contact with the canvas it does something. It has a bunch of options, and I want to use two...

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Testing the skin in Blender

This is the image that I wanted to show in the previous post, that for some reason failed to upload. x)

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Time to do the textures

Along with the overhaul, I wanted to do the process of texturing properly, really do the way it’s usually done. I began to sculpture some high-resolution details on the body, mostly where the skin is more or less exposed, so I can use this to create high detailed mesh maps, like normal and ambient occlusion maps in substance painter. The following two images show the normal map and the ambient occ...

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The thickness and the rest of the shape keys

I finally got the rest of the shape keys corrected. Which are as following: Fullness, Thickness, Breasts, Femaleness, Build and Ear shape. Almost all those had to be manually adjusted like how I did with the muscles. Something else I did, was making a new Fullness shape key that focus more where the stomach is. This mix well with the Thickness shape key so it gets a more double belly look. I also made a second variation of the thickness shape key, where the upper belly is bigger.

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Fixing the muscle shape key.

Been hard at work to get the mesh looking proper again, after the model got more geometry in certain areas. Here, it’s the shape key for the muscles that needs fixing. On the side of the character, lines are quite close to one another from the arm, down the side and legs, as it is here, that have been added more geometry. More geometry has also been added around the chest area, that now causes the back to look sharply folded.

2024-10-31 16:40:02 +0000 UTC View Post

Got a tooth corrected x)

I was notified I got the 3rd molar tooth wrong (tooth furthest back) in the jaw. I gave it two and it should only have one, it's a rather small tooth so it makes sense. It's good to have it right, as it can be used for future references. :D

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Upgrading the mouth

This time I’ve reached the mouth, wanting to do it fully with all the details. :D The previous version of the mouth, along with the rest of the model, was intended for a game, so it was made with that in mind.

The new mouth does use the tooth and gum models I already have, but I continued to work on them to also include the roots of the individual tooth. After doing some research, I found that the front teeth along with the canines and the first premolars have one root, the rest of th...

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Fun with clothing

From time to time, I experiment with clothing ideas. So, I came up with an idea for an almost full body swimsuit with vertical holes in it, across the chest, upper belly and lower belly. I was curious if the idea even worked. In the start it didn't really work, and I had to make the back of the suit a bit different. It was pretty fun to see how the suit would behave at different body sizes. By also doing this helps me understand how the clothing should be shaped, so it sits properly on the fi...

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Improving the hands

Through the week, I’ve been working on improving the hands by giving them more polygons. The original hands was made after the specifications of Divinity original sin 2. I wanted to make a character mod for the game, but it was not possible at the time x). So, now it was time for a upgrade. I made a new sculpt of the hand, which makes it easier to model the remeshed hands off. What made the new hands a bit difficult, was to reduce the mesh to a specific amount for the wrist, without making ...

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Doing research for ways to simulate soft body mass

After I released the weight gain animation, I created a test arm where I could play with the settings for internal springs as well as other parameters. In Blender, there is an option for cloth objects to have internal springs, making a cloth object behave more like it got mass inside. The way a internal spring work, is that it connect from one vertex (a point that makes up a surface that creates the mesh) to the other side of the mesh shape.

Then I got curious to see if it was possible ...

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When the tank top becomes a makeshift bra

I was trying to stresstest the tank top, see how it behaves when growing to sizes way beyond what it can handle. x3

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Doing some slight changes

After doing my final commission for the moment, I decided to give the wolf model an upgrade before continuing an animation that's been on hold.

Some of the things I want to upgrade are the mesh, the ears and their placement, higher resolution of the eyes, high resolution gums and teeth, reshaping the ribcage, higher resolution of the arms, change hand mesh and adjusting the feet mesh. Most of the thing is to make the woofer more stretchable.

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