Advertisement Β· 728 Γ— 90

Posts by Sheila

πŸ’›

2 months ago 0 0 0 0
Post image

Our Friends are waiting for us

#Splatoon #Splatoon10thAnniversary #γ‚Ήγƒ—γƒ©γƒˆγ‚₯ーン10周年

9 months ago 12 3 0 0
Post image

CHROMAINMAKOPIA (Splatoon edition)

#Splatoon3 #splatoonart #Chromakopia #Tylerthecreator

11 months ago 28 6 0 0
Post image

Today is my bday

1 year ago 6 0 3 0
Post image

NEW MARIE MAGAZINE?????
#MAR13Day #MAR13 #Splatoon #splatblend

1 year ago 66 15 1 0

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 it’s 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.

1 year ago 1652 378 29 10

Noted πŸ“

1 year ago 0 0 0 0
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.

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.

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.

🧡 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" πŸ¦‘
#splatblend

1 year ago 84 20 7 0

sweet!

1 year ago 2 0 0 0

this looks very promising!

1 year ago 1 0 0 0
Advertisement
Video
1 year ago 11 5 0 0

πŸŽ‚

1 year ago 0 0 0 0
Post image

"what's this... suh-witch?"

#splatblend #blender3d #splatoon3

1 year ago 93 15 1 1
Post image
1 year ago 138 9 0 0
Post image

Reposting this patchy + cirno render I did a while back
#touhou #lowpoly #blender #patchouliknowledge #cirno

1 year ago 92 26 3 0
Post image

#miku #mysims #krita

1 year ago 44 15 0 0
Post image Post image Post image Post image

Sorry i haven't posting alot just been busy this week but heres some unfinish renders

1 year ago 3 0 0 0
Advertisement

Medic: hMPPPH MPPPPHH mpppphhh!!

1 year ago 0 0 0 0
Post image

Witch gal (late Halloween render)
#Splatoon3 #Splatoonart #Splatblend

1 year ago 13 3 0 0
Post image

Thanks for the 5 followers

1 year ago 6 0 0 0

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

1 year ago 2 0 0 0
Post image

Ion got issues

1 year ago 4 1 0 0
Post image Post image Post image Post image

πŸ¦‘πŸ™
#splatoon
#γ‚Ήγƒ—γƒ©γƒˆγ‚₯γƒΌγƒ³η΅΅ζγγ•γ‚“γ¨ηΉ‹γŒγ‚ŠγŸγ„

1 year ago 1156 269 5 1
My first art post on this website

My first art post on this website

Fangirl Fury (my first post)

[ #grandfestival #Splatoon #Splatoon3 ]

1 year ago 11 0 0 0
Advertisement