Consider this #Blender 3.6.22 project, which contains a rigged Antonia Polygon CharMorph character I modified extensively to include wings (rigged wings, whose armature "Lilith_Wings_Rig" is independent from the character's armature "Lilith_Skeleton" yet "glued" to her spine bone), outfit and other elements. I made a .blend file which I named "Base_Her.blend" from where I import the ready model for every new scene project I do: I use the "File > Append..." then I select the Collections "Lilith" and "WFTS-Lilith_Skeleton" (which contains Rigify glyphs), then I do the things related to the current project I'm aiming at (e.g. posing, etc).

There's the "File > Link..." thing which I'm aware links to the external .blend file without creating a copy, but then this (seemingly) means that every change I do to Lilith's character is likely going to alter the original file.

I'm also aware of how Object ≠ Mesh/Armature/etc and how two objects can share the same mesh while having different properties for the Blender Object. For example, I managed to do a setting where two simultaneous Liliths had different poses at different locations while sharing the same Meshes
and Armatures (Edit: I kept the different armatures, only reusing the meshes), but I did this by first duplicating the entire hierarchy then manually assigning from the cloned ".001" Meshes/Armatures to the original ones, followed by me using "Clean Up Recursive Unused Data-Blocks" which GC'd the ".001" Meshes/Armatures and proved both Liliths continued holding their independent configurations in the scene.

While I'm using the term "scene", I mean a setting within single .blend file, because it turns out I don't really know how to use the Blender's "Scene" feature. For every different scene, I either use a different animation frame or I save it as a separate .blend file; often it's the latter situation, with my project folder growing with different (and, mostly, redundant) .blend files. Because I'm risking running low on HDD storage (every file weights ~50MB, only because I'm using the "compressed" checkbox, and the file grows especially if I add a self-portrait MB-Lab Man I built separately), I must learn how to use the "Scene" and the "Link" features.

For the "Link..." menu, it seems to me that I must "Link..." just the data-blocks (Meshes and Armatures), while adding the Blender Objects as "Append..." so the pose and other object-wise data can change without reflecting from/to the "Base_Her.blend". But, then, it the way I built this character ended up too complex for me to do this manually, because there are at least seven different meshes nested two levels deep, and two armatures. Maybe the "Link..." menu does it automatically and I'm not knowing how to use it properly?

As for the "Scene" feature, I once tried to add a blank scene to the file, but then I didn't know how to make an object with a reusable mesh from the first scene. How it's supposed to be used, exactly, especially for the kind of scenery and character I've been working with? Is using it mostly a native thing, or other artists rely on add-ons to deal with such a feature?

Most tutorials in this regard are on Youtube and I purposefully don't use Youtube (not even the alternative front-ends, I've been boycotting Youtube for years).

#askfedi #3dmodeling #3d

Metal Moon Child, a.k.a. Doom Child, modeling progress.

These previews are taken from the Blender viewport. When the model is finished, I'll make a nice rendering with anti-aliasing, shadows, correct reflections, et cetera.

#MoonChild #CharacterDesign #design #artwork #sculpture #3DModeling #3DArtist #illustration #art #artist #arts #arte #designer #GraphicDesign #NoAI #3D #3DRendering #CGI #Blender3D #B3D #blender #DigitalArt #MastoArt #FediArt #MastodonArt #CreativeToots #ArtistsOnMastodon

"Think time's over? It was long over already, you were just too distracted by the woman in red to wake up to it, Neo! Apropos, the fact that one is unable to escape Death has little to do with the fact that one gets caught by sharp blades of a merciless scythe; it's has to do with the fact that one gets caught by a mesmerizing, deep gaze. And whenever you stare into the abyss long enough, the abyss stares back at you (and it just takes a femtosecond, and when one realizes it, if one realizes it, it's too late)".

----

Even though I actively added censor bars to this picture, the original, IMHO, has no explicit nudity given the low angle that occludes the breasts and specific illumination angle that casts a shadow onto the pubic region (not to mention how the "vag..." in the uncensored CharMorph's Antonia Polygon character is a vague, low-poly vertical rift, and I didn't sculpt a better/proper one like I did with the toenails and vampire fangs because my actual focus isn't even pornographic to begin with).

----

A little more than 3 hours rendering this 2K image, even though it (accidentally) used all the CPU cores (usually, I set it to use a single thread so not to toast my old i5-7200U). I let the computer doing the rendering while I went to sleep.

The appearance of tapetum lucidum in Cycles rendering, as well as the negative-valued overlay of make-up (initially the lips, later expanded to eye shadows and the cheek rubor/blush typical of red-hairedness) are something that I still need to improve because, for some reason (actually, the energy conservation rules inherent to the Cycles engine), an Add Shader with negative-valued color (which is both my attempt to imitate the real-life behavior of pigments aka "CMYK/subtractive", and an attempt to have the make-up independent from the CharMorph NodeGroups whose output is a BSDF instead of a sRGB color value that could be changed seamlessly further down the node flow) is either imperceptible (if I stick to the same Diffuser BSDF I've been using with Eevee) or too aggressive (if I use Emitter BSDF), and the emitting-reflective surface I come up with for tapetum lucidum material seems to always glow a vivid green no matter the camera angle and light conditions (for comparison, in Eevee rendering, as seen in the video I published a few days ago, the tapetum lucidum behaves very close to the actual thing, with the eyes ranging from void black to green as intended).

#ArsRitualisTemplii #3dmodeling #blender #demoness #succubus #Lilith #surreal #lovecraftian #occultart #thanatos #grimreaper #liminalspace #liminalhorror #horrorart

🇪🇸: La herramienta Average Normals nos permite promediar las normales de nuestro objeto o bien de una selección de sus componentes

https://youtu.be/l-Ap2cvDIjw?si=GRjZhTBxJXlYxhr7

#3dmodeling
#maya
#maya3d
#mayamodeling
#mazhuka
#mayatutorial
#cursomaya
#modelado3d
#israelcantillo

MAYA - 02 Modelado - 46 Menú Mesh Display (Parte 1): Average Normals

YouTube

🇺🇸: You can listen to the video in English through the video settings panel. The Edit Patch modifier in 3DS Max offers all the functionalities of the Editable Patch object except that it does not allow animating sub-objects.

https://youtu.be/2ti-p_9ypP8?si=Rq33TobA9caGZeUY

#cursosgratis
#3dsmax
#3dsmaxtutorial
#curso3dsmax
#curso3D
#Modelado3D
#3d
#3dmodeling
#tutorial3d

3DS MAX - 03 Modificadores - 60 Modificadores OSM: Edit Patch

YouTube

✈️ Bréguet 1150 Atlantic/Atlantique 2 1:500 - FDM • 3D files
➡️ Download 3D print model: https://cults3d.com/:160900
💡 Designed by @Herisuprapto

@cults3d #modelcollector #3dmodeling #airplanelovers #madeinindonesia

Bréguet 1150 Atlantic/Atlantique 2 1:500 - FDM

The Bréguet 1150 Atlantic/Atlantique 2 (ATL2) is a long-range maritime patrol aircraft (MPA) optimized for anti-submarine warfare (ASW) and anti-surface warfare (ASuW) missions. It features a deep, pressurized double-bubble fuselage and a large weapon bay, typically carrying depth charges, torpedoes, or anti-ship missiles, supported by an array of sensor systems like radar and a magnetic anomaly detector (MAD). I am attaching a brief explanation of the print settings, how to assemble it all in the file with .pdf format, let me know your opinions or suggestions about the model or other, thank you. Here’s what each label means: - FDM: Printed on an FDM machine. These versions have lower detail, no panel lines, no engine blades, and use thicker walls. - SLA 1: Printed on an SLA machine. These include antennas, include engine blades, have thinner walls, but still do not have panel lines. - SLA 2: Same as SLA 1, but with added panel lines for higher surface detail.

Cults 3D

Sneak preview of what I'm currently modeling in Blender. It's going to be a Metal Moon Child, after a cool drawing by Bluesky user The Congressman. 🤖

Work will continue tomorrow. I'll turn this into a little thread to keep you posted.

#MoonChild #CharacterDesign #design #artwork #sculpture #3DArt #3DModeling #3DArtist #illustration #art #artist #arts #arte #designer #NoAI #3D #3DRendering #Blender3D #B3D #DigitalArt #ArtLovers #MastoArt #FediArt #MastodonArt #CreativeToots #ArtistsOnMastodon

Create Seamless Patterns and Textures in Krita (Wrap Around Mode Tutorial)

YouTube
Hello,

Welcome to my
#introduction.

I'm Iris.

I'm a self taught developer who started programming through Roblox scripts years ago. I never really planned to become a developer. Most of the things I've learned came from wanting to solve a problem for myself, learning whatever was necessary, then moving on to the next thing.

Over the years that somehow led me through Lua, PHP, Python, JavaScript, TypeScript, Go, and eventually
#RustLang, which is what I spend most of my time with these days.

I also run a small
#Homelab on old hardware, self host a few services (this instance too, is self host), read far (probably) too many #LightNovels, and recently started learning #3DModeling.

I'm not a particularly social person, so I'm honestly not sure how many people will ever read this. Maybe nobody. Most of my friends aren't very technical and probably don't even know what the
#Fediverse is.

Still, I thought it would be nice to have a place to share what I'm working on, my thoughts on things I find interesting, and anything else that happens to be on my mind.

Nice to meet you all.

---
A preview of my first 3D project rendered in Blender. I made it while following a course, so it's not very original, but I'm happy with how it turned out.
An attempt on remaking the Burney Relief.

Initially rendered using Cycles, but only after 2 hours of rendering I was able to realize I forgot turning on a light in the scene (so Her face was missing), so I made a second rendering using Eevee and mixed 'em together using GIMP.

Cycles is better for the hair, as I'm now using a particle-based hair instead of the former mesh. Particles have length and thickness information (which meshes lack), which I used alongside a "Blackbody" node to achieve a literal flaming hair (the red, as in red hair, is just a part of the spectrum within Her hair; in reality, Her hair is blazing fire, going from black and deep red to vivid red and orange, yellow at the tips).

The flanking owls are missing, partly because... well... She
is owl Herself, and also because I couldn't find a proper 3D model for a Bubo owl. This makes me wonder if there are any libraries similar to CharMorph (or even characters for CharMorph itself) for morph-able owls (preferably Bubo)... I was trying to sculpt one from scratch (using a real photo from Macaulay Library as a reference), but it would be easier if I had a ready-to-import "Antowlia polygowl" to work with.

#ArsRitualisTemplii #3dmodeling #Blender #occultart #Lilith #occult #sumerian #Ereshkigal #mesopotamia