Published: June 3rd 2021, 7:10:26 pm
So it’s been a bit. I wasted too much time at the start of the month, so I’m a little late on this update. I’ve been working on some ambitious stuff for this next image set. Been practicing texturing and modeling, and generally trying to increase my skill set generally.
Starting off, I made a Wonder Woman base model. It was the same kind of work as usual, transferring WW’s face and textures over to a G8F, but this time I recorded the whole process, and I’m probably gonna make a tutorial on the process in a couple weeks or so.
I’ve also prepped her default outfit from Injustice 2.
I decided to make custom textures for a dick model I have. There’s really only 3 main dick models that are used by NSFW artists today, and I think it gets repetitive seeing the same model used over and over. So to “fix” this, and for practice, I made custom textures for one (Albedo, Roughness, and Normal), and I think It came out pretty well.
For Super Girl, I modeled her a custom outfit, with custom textures too. It’s very simple, not complex in the slightest, and I made a bunch of mistakes while making it, but I think It came out about the way I imagined.
I’m trying to gain at least an average level of skill for modeling and texturing. The reason why is because It’ll increase the potential amount of things I could make, but I also don’t want to use Daz outfits in my public models anymore. If you look at a lot of models on Smutbase, odds are that if they have a lot of side/casual outfits, and they require the diffeomorphic addon, much of what the model has is just a raw port from Daz. All of my past public model’s have Daz outfits in them, and back then I didn’t really see a problem with having them, but now, especially since Daz to blender bridges have become more concrete, I don’t see any justification for using Daz artist’s outfits (which they sell) in public blender models. I pretty much think It’s stealing now. So, from now on my public models will only have game and custom outfits.
Moving on, I made a shitty island.
It’s low detail, and used to have a lot of rocks and stuff, but because of the perspective that you’ll view it in the renders, and because of the Kitbash models obscuring the island, I took most of that detail out.
Finally, here’s the room I made for the image set, nothing special to say about.
So that’s about it. I’ll start working on the set today, and maybe the first batch of renders will come out in a couple days or so.