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BIP#1 - It all started with a Cube - State of G2, Blender Process, Plans moving forward

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BIP#1 - It all started with a Cube - State of G2, Blender Process, Plans moving forward
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First of: G2CANCELEDJK, here is a a lil TinaxWally preview with the VOsSound Designer is working feverishly on the completion but we have to respect that this isn't a full time job for him and has other stuff going on in the background.Its really hard to determine when the sound will be completed and trust me when I say this: I want this stuff to be over with already.All we can do is wait... or we can descend into the abyss and learn a completely new software in the meantime!We're finally entering the Dragon's Cave that is (((((Blender)))))... and so far I'm enjoying every bit of it :)________________________________________________________________________Documenting the learning process The past weeks, I did a bunch of documentation and collecting informations regarding the stuff we can do with the software itself, so far I mainly covered the following topics:

Basics of Animation in Blender (pretty much the same how I've handled SFM's animation)

Materials (UVs, Procedurals, Textures, Blender's Shaders)

Physics (All kinds of simulation, fluids, rigid, cloth and soft bodies also BOOBA physics)

Lighting (All the types of Lighting in Blender, Using HDRIs and World Lighting)

Render Engines (Cycles and EEVEE a.k.a Premium Engine vs Cheap Plastic Engine that I will probably never use)

Modeling (very basic low poly modeling by gradually adding and extruding polygons)

Rigging (Setting up the bones for the 3D Models, IK Rigging, Meta Rigs)It shouldn't be surprising to anyone that this software has a lot of stuff to cover hence I started documentating the learning process by creating the "Blender Vault" which all of you can access in the following Link (also linked in the patreon pinned post).The Vault will be constantly updated and I'll point out every change in the following posts along with demonstrating what the content means in practise.The purpose of this is not show off how much stuff I write down but to have my own data base that I can freely search while every document is collected in one programm instead of searching my 9999 bookmarks everytime I have to look something up.______________________________________________________________________My goal with all of thisBeing able to create assets by myself without being at the mercy of third parties. I'm fully aware that I can't do everything by myself all the time but having the ability to at least DIY it when the existing stuff isn't sufficient will go a long way in my view.I easily could use some base DAZ Nude model (basis for all the DOA models you've seen in here), headhack some DOA Head on them and let bodies rub each other all day long but this will ultimately limit my creative output and probably won't be sustainable in the long run. What this means for the content to be more precise:

1. You will see the whole model creation process, probably meaning more frequent posts!2. You will get early access of every smexy animation being done with said models(Once I'm comfortable enough with having decent models)3. Repeating the process until it's mastered!

What this means for long formed content"Movies" like G2 will not be a thing as long as I'm in the process mentioned above.Learning the software itself will already require quite some time and I noticed my own limitations with the G2's completion which I want to gradually improve by producing and experimenting with "shorter-formed" content moving forward.I'm not entirely sure what length we're aiming here yet but what I'm sure of is that we will find the sweet spot soon enough :)_____________________________________________________________________Modeling my first base mesh and problems I've encounteredSO after learning all that SHIT, I tried creating my first base mesh which didn't go as bad as I thought it would:Adding the rig so this fuckface can move:Problem - Pelvis and Knee-bending is absolute crap due to bad toplogy (polygon arrangement of the mesh). So just plastering polygons next to each other is not the way for decent modeling: The topolgy has to consider how the joints of the body move which is what I already adressed in the Vault.Gonna fix and share my insights and advancements in the next post!

PerfectDeadbeat PATREON 954 favs
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POSTEDFeb 2, 2025
ARCHIVEDJun 10, 2026