no preview
DESCRIPTION

For the past few months, I've developed a monthly schedule that allows me to maintain creative productivity without getting bored with the technical routine.

The schedule is super simple: I spend 10-15 days in the first half of the month on technical work, to chill form creating art stuff and to collect that "hornee" energy, and the second half on creative work.

So far, this schedule seems to be the most optimal for me right now to keep myself busy most of the time without wasting it on random bullshit.

During this half of the month, I completed a new location, specifically Starfire's room. I'm also almost finished Juri model; I'm already preparing everything for merging, head with body, textures and etc. I think I'll do a few renders with her in the next couple of days. The only difficulty I've encountered working with SF6 models is that the face models don't have shapekeys, so for productive and high-quality realistic animation, I need to create about ~100 face shapekeys to avoid using bones for facial animation, and I also need to create a new system of masking scheme for wrinkle map textures. In general, everything is the same as in MK11, but the problem is that compared to MK11, where all the shapekeys are already made, I need to spend time creating them for SF6 models from scratch and linking them to masks for the correct application of wrinkle textures on the face for each shapekey, and this means a lot of bone animation and sculpting refinement for each shapekey, and this will have to be done for each model from SF6, so this shit it simple as fuck, but i need to re-do it about hundred times, so this boring shit takes a lot of time.

ShizzyZzZzZz PATREON 1.1k favs
VIEWS1
FILES1 file
POSTEDApr 16, 2026
ARCHIVEDApr 16, 2026