Still here! Been grinding away at some commisions; Here’s an update on the deer hand topology. Still kind of rough, but the rest is done sans the ear tips so far. I’m looking forward to getting this ingame!
Still here! Been grinding away at some commisions; Here’s an update on the deer hand topology. Still kind of rough, but the rest is done sans the ear tips so far. I’m looking forward to getting this ingame!
A teaser for a little W.I.P spacesuit I’m working on. It’s intended for the eagle, but I’ve gotten a lot of feedback that the mask makes it ambiguous, which I like. This will probably result in me offering different feet / legs potentially. The idea of it being vague on what’s underneath is appealing. The goal was to create a “furry” spacesuit that had more practical elements, instead of the cartoony designs you see often that have dog ears on the helmets.
I had a lot of fun just free handing this with no plan from the get go. It’s liberating for my creative mind. If I can ever figure out how to do hardedge-sculpting in a satisfactory fashion, I’ll probably do more of that in the future.
What happened?
If you were online and using the puush client for Windows on March 29 between 18:51-21:41 UTC, there is a chance that malware disguised as a puush update made its way to your computer. The Mac and iOS clients were not affected.
What should I do?
The latest version of puush cleans…
For the safety of all fellow hyena citizens, please head to your nearest Hyenawarez facility to retrive your collar, so that we may better protect you from lion maimings such as the fate of our recently deceased janitor.
Model made by Middry
This post will be updated as we discover more details, for current details, see https://twitter.com/puushme
tl;dr: puush was infected with malware. r100 (latest update) will tell you if you were infected and clean the malware.
Only build r94 of the Windows client was affected, which was…
https://twitter.com/puushme/status/582296580532801536
Close puush right now.
unacceptable, PSA for my followers who may use this. ShareX is a good alternative.
Modding these avatars and fitting them to clothing makes me really want to get them out to you guys and see what you can do!
It’s about time our Texture Artist, Ciirka Grey got a new avatar for herself! A [SQUEEZE] Custom from scratch!
I had some fun messing with specular exponents on her.
A personal project this time, nothing commercial. A certain Cyber Jester of sorts. Should be recognizable to our canadian friends. Multiple masks were made, just not pictured here.
Man, there’s a saying that goes something like texture work can make or break a model. This has certainly been an exercise in proving the wisdom of those words. I wasn’t very happy with this project originally. The topology isn’t really my best work given it’s an old project, yet these textures I managed to put together really made everything turn out nicely. It’s hard to tell here, but the specular maps I whipped up really add so much nice definition.
In addition, I’ve been giving it some thought and I think from now on, unless there’s major customer demand in a particular case, [SQUEEZE] will not create any parity with avatar sexes. Meaning, each avatar created won’t necessarily come in both sexes, either being male, female, or neither. Animals just don’t have that much sexual dimorphism going on most of the time, and certainly not in the way people do. As a consequence, I’d just rather focus on delivering the best avatars that I can and sticking to whatever sex was used for the concept art. (If I concept a female avatar, it’ll just come in female.) That said, I’m sure there will be exceptions, I just don’t have the time to produce two avatars of the same species that meets my own expectations of quality.
I think I will still go ahead and produce a Hyena male / female, and a Gnoll Male / Female just because I am interested in leveraging that stylistically. I have also decided to radically alter how I animate facial features like the eyelids.
It’s been a slow past few weeks, so I figure I’d show off a commision I’m closing in on. Consider this a preview of the eagle I may eventually turn into an avatar line. The texture is still a major WIP.
Now that I have a few followers out there, I’d like to make it clear that I’m open for small time commissions. Custom junk, heads, basic clothing accessories, just contact me on Second Life, or my email: squeezebrand[at]gmail[dot com] and I’ll price it out for you. I prefer if you have a concept in mind already, but I do offer concept art services if you have just a vague idea of what you want made.
And, for my followers, if you want to support me but aren’t interested in commissioning me right now, it’d be great if you’d reblog this!
For anyone curious, a breakdown of the node tree for the leather on this latest outfit. I had to minimize the nodes so the connections weren’t impossible to see, but I’ll try to explain them so it’s hopefully understandable:
On the left most side you have the 3 materials that make up the whole texture. They’re all extended materials (and labeled). These you basically do like any normal material, tweaking it in Blender until it looks right in rendered view with your lighting rig. Any texture overlays and normal mapping stuff are done in the material itself. The next three nodes by each of them are basically things required to get that information into the bake. The color ramp modulates the specular output so that can be manually tweaked. I like to use a B-Spline ramp since that gives a smoother result. The add node adds that to the color output of the material (adjust the factor as desired), and then the multiply node multiplies the Ambient Occlusion output over the color+spec (again, adjust the factor as desired). These 4 nodes make up my standard material layout.
Also on the left is a Geometry node (here labeled UV Coordinates because that’s all it’s used for) which pipes into a mapping node which is simply a vector set to <1.0,1.0,1.0>, this is just used so that the textures are read properly.
There are two texture nodes, each is simply a white-on-alpha representation of where each material should show. These plug into the factors of the two mix nodes. The metal is first mixed over top of the leather (for the rivets) and the engraved leather is mixed on top of the output from that, giving you 3 separate, rendered, procedural materials on top of one single material face.
I made a crappy video tutorial on the furry effect because typing it out is confusing, yay!
Also in Second Life make sure the layer is set to alpha masking, and set the spinner to whatever gives you the nicest look.