[🔞 NO MINORS | NSFW Warning | My stuff is SFW but some reposts might not be. ]
Blender Generalist
https://linktr.ee/snek3d

Happy Easter!
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Retopo is around 16k tris but I did apply an additional subdiv to smooth it a bit.
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More maw practice sculpting. This one I did attempt to retopo properly and apply another multi-res sculpt pass.
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Reposted by Snek3D
tacokurt.bsky.social's profile picture
I picked @snek3d.bsky.social for today.

Burger.
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Last bit, in the future I might experiment with non traditional mouth coloring as sometimes it looks cool imo.
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I was also experimenting with a custom roughness map (darker areas appear wetter). I mainly guessed where saliva would build up... I made this in sculpt mode using color attributes and baked the results into the remesh.
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For the retopology I only used the remesh and a shrinkwrap modifier before setup up the multi-res. I did this because I wanted to animate the result a bit but not put much effort into manually remeshing.
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Looking at references of real snakes. I sculpted each part of the mouth indivisually then using a remesh to bake all the details from the folds.
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Sculpting maw practice, making use of the multi-resolution modifier. Rendered with a mix of Cycles & Eevee.
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Playing with color schemes a bit too.
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Quick sculpt today. Wanted to see what a snake would look like with scrunching / wrinkling.
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This tail got me feeling a special kinda way...
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Reposted by Snek3D
blueconn.bsky.social's profile picture
Okay, okay, last one for now 😋
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You wouldn't give a snake eyelashes...
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Any small issues or anything I may have missed, let me know and i'll see about doing small patches.
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Tongue rigged 👅
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Though I'm not really too sure on how to get these working with appending the model in a new blend file. It seems only some of them come across.
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[WIP] My first real attempt at using the pose library.
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- eyelids are back (now with lower lids)
- lower jaw is now split into left and right + main control
- character likeness improved
- better neck deformation
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WIP. Don't forget to stretch!
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[WIP] I've added a "body cutoff" option on the main settings cog. This means you can dynamically delete parts of his body you don't need before other modifiers are applied (meaning better performance / faster renders).
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[WIP] With the mouth no longer relying on blendshapes for deformation. This means it is easier to setup other blendshapes like open mouth correction.
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Should have said, still heavily WIP
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I HUNGER FOR MORE BONES!
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Bit of a mess but still learning.
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WIP Geometry Nodes... Performing a inwards raycast (similar to shinkwrap) but using simulation time to lerp instead of instantly sticking. I'll post the nodes below...
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This is old... like
a year old, from when I was just starting with Blender and decided to do a 2D/3D hybrid anim

But it's a little test snippet that's been sitting in my WIP folder and figured it was cute enough to share :3
#furry #animation
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