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Yes, I know, this
one's clearly not from myself and I'm not that guy who does a lot of
OC's but here he is. I had hell of a fun to create him, I really love
the Banjo&Kazooie series and maybe I'll do a little funny costume
for him to make him part of my Savage union. Out of all furry
characters he has to be the one playing the banjo if I'll do some
Irish Folk music video in the future
Now, for the real deal:
I took picture from smash bros. as
The banjo itself is not made by myself but
is a open source obj. as well as the textures.
The rest of his
garments are made by myself.
The belt is just a little reworked from
my old belt which I use on almost every character, the pants are made
with simply cloth pro and the backpack is half subdivision surface
modifier work and half curve path + circle work (for the straps)
Necklace is made with curve path +
circle as well.
Now for his appearance, I checked out
all the heads we have and guess what, I ended up with the mouse!
head. Did some heavy custom offsets, expanding and inflating the
muzzle, but the rest of his body shape is just slider work in FVNE.
Like already mentioned I'm not owning
him, he is a nintendo/rare character,programmed by Chris Sutherlan.
He is the main character of the
Banjo&Kazooie series and has a few appearances in racing games
like Diddy Kong Racing or Banjo Pilot with his newest appearance in
super smash bros. ultimate as a DLC in 2021.
Banjo is a well-mannered,
sweet-natured, easygoing honey bear. He uses "Mr." or
"Mrs." when speaking to people and generally likes to help
people out. While he always means well, he sometimes comes off as a
bit slow. He tries to say something witty every now and again, but he
usually isn't any good at it.
Despite his niceness, he can have short
moments of being aggressively straightforward when angry. Banjo
flip-flops a bit when it comes to his bravery - at times he will jump
into a situation quickly, but other times he acts timid and doesn't
want to commit.
In all cases, however, he would much rather sit down
and have either honey, pizza or a nap, suggesting he is somewhat
lazy. He has a younger sister named Tooty and is always accompanied
by his breegull pal Kazooie.
He's living on spiral mountain and has
met with "Drumstick" several times while their racing
career was still on going.
So let's talk about her and why she's a
Nikki is an incarnation of what I like
on girls in general. She's cute, curvy, has red hair and is a cheeky
one. She is actually a lot like Cass, but Nikki is the "good
girl" while Cass is the "bad girl". There is one point
thought that differs from Cass a LOT. I never planned to give Nikki
clothes at all. From the very beginning I knew how Cass should look
like if I ever would have the ability to do that (which I have now)
but Nikki was always a blank one. I made her out of nothing, no
templates, no referenes no new-modern-bullshit-things I do now, just
And she felt right.
Unfortunately I made a big mistake when
I first made her. I tilted the fluff used for her hair upside down
and added emission to create some different color shades. Yeah, what
a dumb idea, but back then I didn't know. This mistake however forced
me to rework her hair entirely since it had the glow in the dark
effect and to be honest...the new hair style just didn't felt like
the old. Meanwhile I learned stuff in blender using that as an chance
to change her style and I added a hair-band, skirt, hot-pants and a
top to her.
That looked OK'ish for that time of
development but now it simply can't keep up with what I do now and
how the rest of my characters look like. So I decided to change her
style yet again completely and she's pretty much the only character
with such an wonky path of development. Pretty much everyone else
(except Fabienne) was straight forward and I knew from the beginning
how the clothes basically should look like.
How the hell did I manage to get that
Idea to turn her into a secretary?
Well, I thought I wanted to do that
outfit for someone, but didn't know who it should be and most of my
candidates either already have clothes or wouldn't fit in the role
that good. Nikki however is a clean one. So why not do with her what
she was intended for. Make her my incarnation of hotness filled with
things I like. I started to make some stockings, tested how it would
look on her (still with the old clothes on) and I decided to go on. I
changed the skirt and made the blouse and from that point on I
decided to follow this idea and go all out.
Heels, lingerie, up-skirt, hands on the
desk. That's how I like my girl.
The name Nicolette is a girl's
name of French origin and the diminutive of the name Nicole, which
derived from the Greek name Nikolaos meaning "people of
victory". Nicolette is the ultra-feminine name of an enchanting
princess in the medieval French romance, Aucassin et Nicolette.
I chose this name for her for mainly
- I like France and the sound
if that name a lot
- My alter-ego-furry-character is
indeed from France as well and has history with her...
Renard as a surname is
a bit funny since it simply means "fox" in French and of
course that's what she is.
I know Nikki for quite a while now.
Despite her young age she managed to surprise me already the first
time she showed up at my office. I had quite a lot interviews for
weeks but all those slender good looking girls had no fire burning
inside them, no spirit inside their souls, just dumb like bread
searching for a job where they can chill and check their smartphone
every five minutes.
No, Nikki was different. Eager,
passionate, maybe a bit all over the place and bubbly with a lot of
temperament but that's what I like. What I like a lot. She is a brave
one, and she told me she wanted to join my company because she wanted
to make the world a better place. Soon she got all cheeky around me
but as long as work is done fast and without mistake I won't mind and
that's what she's capable of. That's what she wanted after finishing
her apprenticeship: Work right here, under my very command and do
whatever I ask of her...
Who I am you ask?
I am known as Temeraire "Blacky"
Xiang and we will meet very soon, believe me...
Almost everything what happens here is a tribute to my debut as a
3D-Artist -If you might call me so- and that's why she has the last stand out of all those characters.
I made a template of a fox girl right after the release of the fox-head-update but I
decided to let it rest for a while since I wanted to do some stuff
that I wasn't able to back then. Instead I made Nikki and I was quite
satisfied, leaving the old template with the working title of "Roxy" on ice for quite a while. Now, with my newly found inspiration I decided
to go on and revive my old work.
I made a few masks for the body with the same technique I already
used to make Eilidh's colorful scheme and I stole my own ideas for
the glasses, piercings, tattoos and rings
from Cassidy. Even the hair style and the way I named both of them is
quite similar. I'm very satisfied with the garments and I've tried to
make her as wholesome as possible.
Sine the boots eat up so much triangles I decided to leave the bra and panties out this time, no need for three layers when the look of her is unique enough. I really love the way she looks now with everything turned on.
Roxane origins from the Persian "Roshanak" meaning "dawn".
A nice name for a fox, since the dawn is red most of the time
Also giving her the short version of her name as nickname is
something I do often to add a bit more personality.
Roxy works as a bartender in an Irish pub where smaller rock-bands can
perform their songs once a week. That's where she got to know Cassidy
Moon, the bass guitarist of the local band "Savage Union".
The two came along quite well and soon the started to talk about way
more intimate things than the music business or their careers.
Roxy is a nymphomaniac and she managed to fear away around six
guys due to her strong sexual desires. She is always horny and quite
open to communicate this to the guys, but most of them feel weird
about her acting like this.
Thanks a lot, I'm happy to hear such strong words!
I always wanted to become some kind of beacon in the night and I
guess at least now I managed to do just that.
There's only one thing left:
Create myself, the real "Blacky" Avatar.
After that we''ll see. Maybe more "demon" stuff, but
after 2021 ends I'll probably have a lot of real life stuff to do so
frequency will probably drop or stop entirely for a few months but
that's just a little future sight, nothing to worry about for now.
I'm a young dragon, ambitions and
helpful or "kind", but also led by my head and some might
say I like the sound of my own voice.
I have a small but well running company
distributing art of any kind like paintings, photography and such
things. I am of course an artist myself and I also have a lot of
other hobbies.Like bondage to name just an example I
live in the city of love, Paris and I work hand in hand with my
secretary Nicolette Renard. I love being a freethinker and I listen
almost the entire day to my favorite music enabling my to be
creative. Ah, live can be so good...
This is a little something I've been
pondering for quite a while now. It's all about comparing different
sized characters to each other. I started to use @Craket 's measures
a while ago and it really helped me out a lot but after reading his
article about his new woodlands sized characters I've begun to think
about my universe as well. Now, there are basically two worlds that
The real "normal" world
inherited by Cass, Nikki and myself for a few examples and the
"fantasy" world with the crazy stuff like the "Seven
Angels" Dragons, Spirits and Demons like Anastasia and Samael or
The problem that occurs with this
separation is the size of things. While the normal world follows laws
of general physics in terms of size the fantasy realm is highly
over-sized. I mean like a LOT!
I've made a little scene comparing some
characters of mine and if you check this out most of things are
working pretty well:
On the right hand side it opens with
Claude being the smallest of the gang inside the normal world
directly followed by Fabienne, the smallest of the fantasy world.
While I first had the idea of separating the two worlds not knowing
from each other at all I later on decided it would be way more fun to
mix them together and let them interact with each other. Now things
row up like the pipes of an organ pretty nice with Cass and Naomi
being pretty standard sized but rather tall for girls followed by
Valencia and Giuliana, the taller girls. Now the standard males kick
in with Ju and Sevie, while Stevie is a half dragon he is a tall guy
but not that over-sized.
From now on however things get wacky.
Anastasia is the spirit of the french woodlands and the mate of
Cyrill so I made her really tall but she is nothing compared to the
Winter Spirit Miyuki right next to her. Miyuki is not only taller but
more massive in general and pretty much on par with the average
dragon like Cyrill himself. Kaji, Miyuki's mate and rival of the
dragons is jet again almost one head taller and a bit more massive
than Cyrill. The last and biggest character you can see on the very
left is Hoshi, leader of the Seven Angels and a ancient dragoness.
She tops Kaji once again by half an head. Of course everyone is
posing, most of my girls have heels which make them a bit taller but
this is just a little something to show the differences in size. So
technically Claude would be tall enough to look Hoshi in her Eyes if
he would stand on his own shoulders.
So while there are a few smaller
changes I want to adjust in terms of size most of the roster is
pretty fitting inside their roles respectively but what kills my mood
I made Kaji because I'm a huge fan of
@Dogson 's Akari and I wanted to have someone in my roster who can
have fun with her. While Kaji is a spirit, thus belonging to the
fantasy world I adjusted his size equal to Samael's size who is big
enough to challenge Hoshi.
What I want to show is that I really have a big problem. I want to
do most of my animations inside my own universe cause that's because
I created it in the first place but of course I also want to invite
some of your character over to me as well and if my characters won't
fit regular sizes it would be pretty impossible to do this the proper
way. Just to speak clear here: If you take measures Kaji is something
like 2,75 m. or 9,3 ft. tall and Akari is something about 1,9m. or
6,4 ft. what is already super tall for a female in general.
So the fantasy realm of mine is to big, let's make it smaller
I don't want to lose the special trait of this.
For what matter should I scale down legendary elemental dragons
and their demon counterparts to the size of an average person. That
would look crappy like hell.
No, I'll walk the middle-way:
Till now spirits, demons and dragons have been in one and the same
pocket of my fantasy realm while half dragons already have their own
size category: Stevie, Tallulah, Niamh and Fabienne fit super well
inside the regular sizes while the represent the edge group to the
dragons. Now the demons and spirits will also have their own size
tier meaning Kaji, Miyuki, Samael and everyone following them (I work
on those future guys and girls right now) will be smaller than the
dragons but larger than the rest of the regular people. I'm aiming
for something like Anastasia's size because, yeah, she is a spirit
and she also works well in both directions.
I'll adjust the rest of them to her size. That would be around
2-2,2 m. or 6,7-7 ft.
I really want to achieve that those characters can be put to good
use in the future and no one will touch a character that is simply
way to big or small in terms of scaling.
@Dogson Yeah, plans are indeed here.
Akari will have some good fun with HIM, not the other way around. She
is such a boss and needs to be treated like one, even if he is a
tribe leader and promised to another girl.
Well, I'm certainly looking forward to
this animation thingy you got going there
Seems like you got me fired up and
that's always dangerous...I assume lady Akari is running her own
Me for being the boss of a small
company myself my character suits this role well better than Kaji who
is a tribe-leader in a fantasy world.
Without scaling Akari reaches exactly
the height of the upper table top. Is she made for this? Also
Temeraire has pretty much the same body size as her being just a
little bit taller. So all I need is a bit of plot and were ready to go.
I really burn for character background information so if you have some spare time and -of course- if you are interested in such stuff maybe we can do a little character development on her or the rest of your official characters. It's always fun to do some role play!
Will it be possible to create our own
environment inside the animation system? Because if not this whole
thing of creating my own office makes pretty much no sense at all XD
Oh man, you're already starting to pre-viz the various animations and
scenarios you're going to put her in? That's awesome to be honest!
Well, yes. I have a lot of other plans
on the rest of my roster as well. Generally to speak I do believe I
have a plan for the future that will come -hopefully- to live.
All this page-long texts here help me
to set up a really big mind-construct and I really hope I can do at
least some things in terms of animation while my social life will cut
me short on this hobby pretty soon.
Okay, let's see, conventionally a blender default cube ( the cube You
always see when you start new scene) is 2x2 meters meaning one grid
square is 1 meter and that table looks to be.. a bit over to meters in
height? That would be quite a large table then and this is something one
probably will need to consider when importing props later on.
Yeah, that's the thing. Having
supernatural characters in an environment that is made for "regular"
folks with normal sizes will make it look odd. I guess this will be a
big issue once everyone throws in their characters.
The thing is:
Should we -the creators- make things
fitting for regular sized characters and are we able to scale things
inside FVNE's animation add-on like we can do now in edit mode or
should we go in there and adjust everything based on the body sizes
that are featured in a certain animation because scaling won't work?
I have a super huge table -like you
said- because those two are almost 2m. tall. If I would scale it down
it would look like they were in a doll house. Since no one else is in
this scene with a regular sized body it doesn't matter that much that
the props are rather big.
But in all earnest will - Users should feel welcome to fill in what ever lore they would wish for her.
If course! I do believe no one will care about lore and who lives and encounters who when it comes to my entire roster. It's more of a personal thing. I try to only do "canon" content with my chars and what everyone else does is fine for me. I'm super happy already and if I can bring a little joy to you all than everything is fine. That's why I work on this entire project in the first place: Doing MY thing with the benefit that YOU all get some nice and usable content as well
Also congratulations to your snake, that's quite a striking hood he has!
I took a "break" and did some
experimenting while working on my old characters, I started to post
stuff on Fur Affinity and while doing so I decided to return to my
roots yet again (not the first time). I'm back doing the things I
love the most and dropped the demons just for now. The success is
quite low on them and even Miyuki didn't manage to move up the ranks
as I thought she would.
I stumbled across some more music and
this is such a strong catalyst for my creativity! I made up a little
story and decided to give Stevie a partner in crime:
So the big idea I still have is that
I'll use my band one day and (hopefully) do some kind of animated
live gig in a small location with lot's of my girls in the crowd and
such stuff. Pretty much every time when a listen to music I envision
how the Savage Union would perform this very song and dug up some
pretty cheesy stuff the last month from a old rock band. So, the song
is called Goodnight Amanda, (do me a favor, just don't google it,
it's way to embarrassing ) it's about parting and it's like hell
of a cheese. So, maybe Stevie wrote this song for personal reasons.
Alright, we have a name. I decided to go one step further, gave
Stevie this tattoo in order to turn it into a way more big deal and
now it's time to envision someone who's in a "relationship"
with this guy. Well, those are the results...
Coloration has been simple and jet
difficult here: I took the base female shark, changed it to the
grayish hue and added in some flashy orange as contrast color. I
struggled a bit with the stripes but in the end I decided to do those
with some decals stolen from the female tiger template.
Hair is made with curve path + circle
technique inside blender, adding some hair texture and fur shader in
The Cap and the boots are outsourced in
order to save some time but the hot pants, suspenders top and
"swimming wear" is made by myself. A lot of curve path +
circle does the trick here. Pants and top is made with simply cloth
pro add on inside blender.
I did some minor custom offsets to her
face, shoulder blades and collarbone to give her more edge.
As always I wanted to add at least a
jacket or some more piercing stuff but she's completely packed and I
also don't want to overdo it. Her standard outfit is unique enough
like this and I always wanted to do this kind of lingerie which a lot
of other creators already did so I'm just catching up there.
Amanda is a Latin name meaning
"lovable" or "worthy of love." The name was first
recorded in 1212 in Warwickshire, England. It was a popular literary
name in the 17th and 18th centuries and was also a staple of the
Parkes is a English surname but
mostly used in America.
I chose this one for a very specific
reason. Ronnie Parkes is the bass guitarist of the band Bonfire. This
is the very same band playing the song Goodnight Amanda which I took
as inspiration for creating her.
Amanda is a fiery one, that's for sure.
She's stubborn, short tempered and tends to pick fights. But that's
exactly what made her so attractive for Stevie. They both met eight
years ago while Stevie still was a street musician traveling around.
It took Stevie more than one year of "war" to convince her
that a relationship would be a good Idea and in the end Amanda gave
in. From that day on the fighting never really ended. Maybe it's
exactly what Stevie needs. A strong woman kicking his ass to get to
work. After establishing a whole band Amanda became their manager and
is till today pulling stings in the background alongside with Julius
to keep the train rolling...somehow.
She's not so fond of Stevie's laziness
and the two broke up two times already just to pull themselves
together a few months later. They can't live with or without each
other having a turbulent, flaming and wild time. They both are quite
difficult personalities but for their common goal or against a common
enemy they are inseparable.
I took the fox template as a starter,
decided to turn her into a fennec so I deformed the ears quite a lot
and did some custom offsets. I decided to give her back a lot of
contour by working those shoulder blades a bit more outwards and the
spine a bit more inwards. Most of the fun was of course putting
stripes on her and designing the dress. I know, normally you wouldn't
consider putting stripes on a fox but she felt like way to generic
without them so there you go.
I made the hair with the curve and path
technique inside blender but I might consider checking out a few more
tutorials on hair 'cause this is still something I'm not fully
satisfied yet in general.
The dress was made out of the simply
cloth pro template for the "female swimsuit 4" but I cut
the lower part and extruded some faces to get a dress like look.
Lingerie is kind of a copy from myself, if you check out Michelle...
Lucy's is a bit more simple but the suspender belt has a few more
details but in general this is nothing new. I felt like keeping it
simple and clean.
Lucy is an English and French
feminine given name derived from the Latin masculine given name
Lucius with the meaning "as of light" (born at
dawn or daylight, maybe also shiny, or of light
complexion). This one was more a pick because she looked like a
Lucy, I didn't check out the meaning and picked it because of her
personal traits but I must say that she really is a shiny one...
The Lou surname is derived from
the Flemish/Dutch word "loo," which refers to a wet, wooded
area. The name was most likely originally a topographic name for
someone, who lived in such a place. The word "loo" is also
a common compound in place names, the most famous of which is
Waterloo, in Brabant, Belgium. The surname Lou was first found in
various feudal states of the Middle Ages that today make up Belgium
and the Netherlands.
Got a little surprise for you...
@Craket made an awesome model of Rivet
from Rachet&Clank series like five months ago and wrote down
"Feel free to take anything or
Derive this one into having a Robo arm or Goggles if you'd like."
Heck I'm SO in for this one! Now I
finally had the time and acquired the skills to do what I've planned
so long. With all my heart soul and skill I went all out for my final
masquerade of 2021:
So I took off with the arm and I tell
you this one wasn't so hard as you might imagine. Let me break it
down a little for you all:
If you check out the robotic arm you
can see a lot of stuff but if you're done by getting overwhelmed it
consists out of a lot parts that repeat the whole time so this is a
little advice for you creators: don't try to do the whole thing in
one step! Take a part that is catching your eye and work with that.
In my example it was this one:
I made a lot of weapons by now and the
tutorial for katana forging on YouTube really helped me a lot back
In this tutorial it is shown how to
bevel edges and extrude stuff inside your mesh. This is a technique I
used a lot on my dragons but also here on this part. This is how I
made all those little inlets on the whole arm.
So, as you can see it is floating a bit
in space but what I initially did was cutting Rivet's arm turning it to a separate object so I can hide and reveal it to my liking:
I positioned every piece in a matter
that the gear joints would hit in game joints as well or else we
would get crushed mesh while posing her around. In short this piece
is short enough to stop before Rivet's elbow starts.
Alright, now we are moving forward and
I decided to do the hand first, but in order to get to the hand we
need a few connectors:
OK, now with the cylinder done let's
check the reference and we'll see that we are at the wrist which is
replaced by a sphere. I could've added a bit more detail on this part
but doing those overlapping rounded things you can see on the second
ref pic is kind of hard so I simply did a little something, extruded
some faces, added solidify modifier and removed the additional faces
right away to save triangles.
Let me bring the whole arm back up so
we can see where we are:
Alright, so as you can see things are
clipping like hell. This is for only this time extremely nice! Try to
be as close to the original mesh as possible, we will remove the
whole arm inside FVNE so it won't matter but you'll be in agony-city
if you're not on point with the joints.
Now comes the most complex part of the
whole thing, everything else will be cheesecake if you're done with
this: For the hand I duplicated the mesh that we have from the model.
What you can see highlighted here is way more upscale than the one I
use for the model, it's just so you an see what I'm talking about.
Again doing some inlays and extrusions on this one, cleaning up the
mesh etc...OK, now we need fingers and those bolts that go vertical
through the hand:
Looks a bit wierd from this angle, but
this is a close up shot from one finger. The highlighted parts are
the bolts I'm talking about. Now, these are again cylinders with
added loop-cuts, extrude along normals jadda jadda. now the
interesting thing is the top. Select the top face of the cylinder and
hit I key to get a insert function. Do this twice and merge all
vertices to one point. Now you have a lot of faces to work with. I
selected six on each side opposing each other and again did alt+E to
move them inside. Now you have the base model for every bolt.
Duplicate those to get all the highlighted parts.
Now the position is again right on spot
with the finger joints for in game movement. For the connectors I
used the cube, sub-dived two times, stretched it a bit along the y
axis and just did some scaling with all the edges to get the look of
a finger. Now with one finger done you automatically get all other
fingers for free! Just duplicate the whole load out and scale it till
it fits your finger.
Now the thumb needs a bit different
mesh to get it started but the rest is pretty much the same:
For those who look really close:
The topology of the pieces are all
different despite me saying I duplicated everything...am I cheating?
No, it's the decimate modifier that I
needed to add after I was finished 'cause triangles ended up a bit to
high and this modifier steals your faces at random to maintain the
basic shape as much as possible.
Alright, now with the hand done we move
over to this strange piece here:
This one is a bit more stylized than the rest of the gear. It
represents the thin part of the arm if you check on the ref once more
and I kind of turned it into some pump-thingy. OK, so how do we get
this shape? Base model is a cube. I did two times of subdividing and
started to extrude in and out to my liking. This is probably the most
far away part from the original model. After ins- and outs were
finished I extruded in both directions to get some connectors done.
AFTER this I added a bevel modifier and played around a bit to get
Ok, so now I reached the point of doubt cause this part was so
wacky that it simply doesn't fit at all. it's thin small and strange
so get it in place. also the elbow is right here so it will perform
This guy here is my best bud, no joke! So glad that it worked out
This is a cylinder with a loop cut. I scaled one end to get it so
the size fitting for the elbow-piece and the other one is a bit
special: you can see those things that point inwards right? I removed
the pump-piece so you can see better but in the final model those
teeth grab the thin part. I already mentioned “I”-key to get some
more faces out of the flat surface of the cylinder. Now with those
newly faces select all in a circle, then go to “select” in your
tool bar and do “checker deselect”, or select every second face
manually. (This is also from the katana tutorial btw...) now you can
extrude those squares outwards and scale them in to get them pointing
to the center.
Seems like we move up to the shoulder region by now:
Here I have connected the two pieces
from earlier and added a big one. The highlighted new piece is also a
cylinder (as you can see by now this is all pretty repetitive, It's
really about your creativity to do it). As many times before I did
loop cuts, extruding beveling and scaling. A tip cause this is a good
example: work in one direction. extrude one edge, scale it to your
liking, extrude the next scale it and so on. on the right side you
can see the faces created by "I"-Key that I mentioned
earlier. If you would select those faces, do “checker deselect”
and extrude you get the same pattern I was talking about one second
Reaching the shoulder this is a special
one to have fun with:
This one is shot from behind so you can
see the special feature of the shoulder sphere. First things first,
as I already said this is a sphere with one time of subdivision. I
rotated the sphere that one vertex points towards our connector and
the other one towards the body. Now I did some edge scaling to make
it fit with the connector. The fun part is of course the gear wheel.
Screw it, we do it together, let's go!
I'll add another gear right next to my
To get it started we select three rows
of faces where we want our gear to be (I used the C tool to get it
Now we extrude those inwards with alt+E
“extrude along normals” like so:
Hit control+B to go into bevel mode.
Move your mouse to get the bevel to work and with the mouse wheel you
can add or remove edges within your selection. I do it with one additional edge like this but you don't need it. Works with two as well, just for the style.
Now we extrude those along normals with
alt+E again like before:
Left one is old, right one is the new
one. Those blue lines only mark the edges sharp, I used it to make it
look a bit better while editing so I can see better what I'm doing
but this has no effect on the exported model or the way it behaves
when editing. It is only to shade it sharp.
Alright, robotic arm is done, goggles
Like all symmetrical stuff the goggles
make themselves with the help of the mirror modifier so they
basically consist out of three major parts or segments:
first of course the lenses or whatever
you might call them:
Those are made out of a cylinder yet
again, you know the thing: Loop cutting in, extruding and all that
stuff. to get the glass done I simply selected one edge inside the
cylinder and hit F to create a face. Again topology is fucked since I
started way to high poly and had to decimate later on...some never
Second major part is that large strap
around the head and the minor ones to get everything connected.
Most of the time I use curve and path
technique to get it done but every now and then I decide to do things
a bit different. This time I took a plane, subdivided it twice and
added subdivision surface modifier to it, then extruded it along the
head and finally solidified it (and mirrored it of course). I must
say that this takes a lot more time but it looks better cause the
problem with curve+path is that I always have to UN-subdivide it
after arranging it to the perfect shape since by default the path has
an extremely high poly-count. When UN-subdividing a path however it
looses it's shape completely and for this model I wanted to make it
look a bit more outstanding than my regular stuff.
The third part is not one single part,
it's the detail stuff:
Those are the old button models I made
like a year ago which you see on almost every character but only this
time again a bit more high poly to make it look a bit nicer. On the
back of her head you can find those metal connector thingy which I
use on pretty every belt so the detail work was all stolen from my
own stuff I made long ago. Nothing special here.
Alright, now this leads to the clothes.
i won't go down in such detail as on the two big ones up here but let
me just ramble a bit about the clothes:
So, again everything made with simply
cloth pro inside blender. The Suit consists out of two parts:
long-sleeve shirt and long pants, merged in the middle via bridge
edge loops and a bit of proportional editing. I used "elastic
smooth" material to get it as tight as possible on her body.
The gloves are a duplicated mesh from
her hand, extruded along the lower arm and the orange inlays are made
with the same technique as I shown you ten seconds ago on the gear
wheel: bevel at first, then extrude along normals.
The top with the shining emblem is a
cut-out of the finished suit, I painted the layout of the emblem on
the mesh and extruded it. I must say it looks a bit off but for now
it's ok. The belts are my one and a half year old belt models. The
metal belt on her waist however was made with a plane, subdivision
surface and solidify modifiers like the straps on her goggles. I did
some inserts again with extrude along normals to get the look right.
The scarf is also made the same way as
belt and goggle straps. You can see, this time I used curve+path
technique not a single time and it looks waaaay better then my old
stuff. The downside is that it takes a bit more time but I think I'll
Everything covered? let's move on:
Rivet is heroic, adventure-loving, sassy, quick to act, and prone
to making witty jokes in tense situations. In addition Rivet is
willing to put her life on the line to protect the downtrodden and
help those in dire need. She is described as being a secret softie
but attempts to hide it with a tough exterior. However, being a loner
has left her socially awkward, skeptical, sour, jaded, and being
unacquainted with teamwork. Despite claims of being used to working
alone and preferring to not have a partner, Rivet is very lonely.
Rivet suffers from some degree of PTSD due to losing her arm on a
mission. Further, the loss of her arm to a warbot and constantly
fighting the robotic empire or the robotic Space Pirates have left
Rivet very distrustful towards robots, not exactly hating them but is
suspicious of them.
This was of course one of my largest
projects, assembling everything took a whole day ( I sit here for 14
hours constant) and I have to count every second of learning over the
past half year as well to get all the needed knowledge to actually do
it. I checked on reference material like two months ago and was like:
"My god, I can't do it", "this is to hard" or "it
will look wack like hell".
Technically she took me almost half a year to make even though it
was just today in the morning when I started to make the first
segment of the arm but it was all worth it.
I'm proud and happy that I learned so many things and that I am
now sitting here, teaching you that stuff.
All that is left to say is: I wish you all merry Christmas, a
happy new 2022 and see you next year.
Thanks @thirteeenth it means a lot to
me hearing that from you! I look forward to do more such things if
I'm able to find some time in the future
@Craket and @Static_snowflake Thanks a
lot you two and yeah, creating Rivet with her arm functioning was a
big thing to me. It was fun, hard work and quite the ambitious
project but it also showed me what is possible inside FVNE and what I
can do for you all for the future! This will be fun, I tell ya!
Happy new year and here I am, back in
business with a really huge announcement:
In 2022 I will change a few
things so just to bring you all up to date:
-Some might have already noticed that I
did a little update-marathon a few days ago. I will remove all nude
content from the displayed pictures of all my characters.
That is a necessary step for me in
order to keep on doing stuff here! This will NOT change what's
underneath my character. It's just to stay SFW on the surface.
-my spare time to be here will be cut
down quite drastically so I will get slower to release content as I
also seek higher goals with my next projects as well
Starfox will come to you! Let's rock
and roll boys!
Fox McCloud is probably THE furry
character I love most. I played Star Fox 64 like 300 hours or so and
also went all out on Adventures and Assault. I consumed all content
that I could find find on him be it YouTube or fan art all across the
net and now it's time to get my version of my Idol out there.
So as references I took those three
shots from him:
First one is from Starfox Assault:
The second one is from Starfox Zero
(horrible game but the newest style is kind of nice)
Now, for the face and body shape I took
mostly Assault Fox cause I really like his model in that game AND
this is also the most humanoid form of him. I am no comic character
creator and prefer the more "realistic" side of FVNE so
over-dimensional head and small body was no option for me.
Getting clothes on him was a little
journey on it's own.
Please forgive me for cutting short on
this section -for now- 'cause there is a hell lot to explain. I guess
I'll implement a bit of stuff for you to get some insights later on,
it's just that I want to get him out right now. Feels so good!
This section could be a book on it's
own but I spare you the details
In his earlier years, Fox was raised by his father, James McCloud,
the leader of the Star Fox Team at the time. His mother, however, is
unknown, although the comic series of Star Fox hints that Vixy
Reinard might have been his mother but the events of the comic series
are not considered canon in the games. Fox was raised by his father
for most of his life. When Fox entered his teen years, he trained in
the Cornerian Flight Academy. During this time, his father was sent
on a mission, to go investigate the planet Venom, which was acting
strangely at the time. However, he and his wing man Peppy Hare were
betrayed by Pigma Dengar, the third member of the old Star Fox Team.
James was captured and most likely killed by Andross, the villain of
the game series, while Peppy barely managed to escaped Andross's
clutches. Peppy returned to Corneria to inform the Cornerian Fleet
and Fox of his fathers faith.
Fox dropped out of the academy and started to train under Peppy
Hare to carry on James legacy and avenge him. This is where Star Fox
About my future here:
- My content will be SFW on the surface
from now on.
- I avoided copyrighted characters for
a pretty long time but after I realized that we probably will get
away with implementing them here I will do more stuff in that
The big idea is to bring over the Star
Fox Team to FVNE. There are a few things that might hinder me in
doing so, but we'll see...
- I'm planning on doing Kyrstal next,
that should be no major problem from what I can tell from here
- For Falco I guess I'll sit and wait
till we have more avian features inside the App, I could do it
Dale "Drumstick"-style but I would also have to use custom
offsets and that would mean that the head could never be changed to
another base model unless I rework the whole body. Not gonna
-Peppy should be quite easy...
- Slippy will be hell, I really would
love to make him happen, I guess I'll have to do a miracle inside
blender to get his eyes out of the head shape but it's definitely
- I also am planning to do ROB. If I
can make a Robotic Arm for Rivet I can also do the whole thing! The
only problem will be implementing a shaft on him. I guess it won't
work in the final product with all those erection sliders going on so
I'll have to figure something out. This is far future tough.
Maybe good old Wolf O'Donnell will also
come over with his guys but nothing planned for now.
I also want to investigate on some
other cool stuff but it's always the same. A lot to do and so little
Cheers to you all, have a good start
So, I believe Krystal turned me into
the furry I am today. I generally loved any content with speaking
animals but the more erotic aspect really kicked in after Starfox
adventures so I decided to grab @kittysasha 's version and make a
version of my own.
There is so much content about Krystal
on the net but hey all look different but also all look right in some
way and mine is no exception.
I took this one as reference for the
So I came pretty close but i believe my
version especially with the assault suit on the first shot looked way
more lady-like and mature but that's OK I guess. I don't want to make
a exact copy but do it my way.
Alright so let's go to blender!
First things first: custom offsets. I
decided to remove the fluff of the original model and change her face
I prefer to do custom offsets via edit
mode since I suck at sculpting and to do that you have to enable the
mirror mode, tick the box with topology mirror, enable proportional
editing (shortcut "O") and check the box " inside the
shape key ":
Ok, now we can drag around her face
like we want. the main things i did are dragging the cheeks out and
picking the nose vertex and via "S" scaled it in so that
the face became way cuter. Of course it wasn't that simple and took
like half an hour till I got here like this and after exporting her
back to VNE I did a few more adjustments like scaling the head up. Be
careful when editing base meshes, you can get yourself very easy in
trouble by messing up eyes or inner mouth shapes!
Now for the suit:
As you can see no eyes, 'cause this is
also a adjustable group model. I posed her with legs standing
straight ( will make it way easier for the boots later on because you
have your X Y and Z axis not angled in some way. The suit fits
skinthight. No wonder since it is her body shape! :
Export, import, all shape keys are gone
but you should have an object that has the exact same shape as your
model. Now we do alt+S and scale it up a little bit to get it out of
our body and prevent further clipping.
Ok, so let's make it look good like a
First we cut it in half by centering
the camera on the axis, go to wireframe mode and select all verts on
one side along the Z-Axis, then add a Mirror, sit the mirror object
to your character mesh and enable clipping. This step can also be
found in my Lina's Jacket tutorial "Setting up the Mirror".
This will make your life a lot easier but since I am already done
with the model all screenshots will show the full model.
I cut out some pieces simply by
selecting the vertices I don't want to have and adjusted the shape by
selecting one vertex and double "G" button it into another
one while merge distance is on to get rid of those. This will cause
some triangles but if it don't take overhand it should be OK.
So, I hope it shows and you an follow
me here. The red outlines are the areas where I extruded some stuff.
go to "select face" mode hit alt + left mouse button and
select the area around the boobs. Since we use the base mesh of
dogson this works super nice, everything is quad shaped so this
really saves time! Ok, now with the selected faces do alt + E and
extrude along normals. With the mouse moving you can control the
amount and direction extruded.
for the shoulder plates it works
similar but you have to select the area you want to extrude manually
with click and control click again you can select a line of faces or
with the "C" tool. Now again do extrude along normals. This
looks a bit block shaped yeah? Select your upper edges that you have
extruded just now and do control + "B" and move your mouse
to bevel it in like you want. With the mouse wheel you can add or
remove loop cuts. This will increase triangles a lot so don't overdo
Armpit-to-arm region works exactly like
the shoulder plates, the area is only bigger to select at first.
Those red lines you can see are seams
by the way. I added them by selecting one edge and go to edge ->
Normally you would use them to tell
blender where to unwrap your UV's but they also have a pretty nice
effect. If you click on "face select" an then hover your
mouse inside a area surrounded by seams and just hit "L"
key for select linked faces you get only the area like so:
So, why is this so awesome? If you
compare the seams with my finished model you can see that those are
the outlines for the change in texture and color. if you go to UV
edit than the model looks like this:
piled up in the lower right corner
there are all the highlights for the later texture I want to put on.
I have still no idea how to do substance painter and stuff like that
but all my work inside FVNE I've done so far works with this
technique by combining textures like those with a operation or using
free normal maps and alpha layers. It is a bit of work but I guess it
is about as fast as doing a full PBR map. The only downside of this
technique is that it is character and slot based meaning that you
have to import all maps and assign all colors anew inside FVNE if you
want the same cloth on a different character or if you suddenly
decide that something would work better as an obj. than as a cloth.
Alright, the suit is done, now you
would export it to FVNE and go on with textures.
I made a slot for Assault-Jewelry and
for Adventure Jewelry cause the differ quit a lot in color and shape.
First Assault to get her finished:
For those Hair trinkets I simply took a
cylinder, added two loop cuts in the middle, selected the faces via
alt+click and did alt+E extrude along normals inside. copy the part
two times, assemble them like so, add a mirror modifier to get it
over to the other side, done.
Tiara is similar simple, you can do a
curve path + circle setup like I posted 100 times ago to get belts
and stuff done or you can add a plane mesh, subdivide it two times
and add a mirror, a subdivision surface and a solidify modifier.
This is what I did here:
Quick and dirty, this I made within
only a few seconds but you get the idea. To make it more rounded go
in and shift around the verts and add a few more loop cuts.
Now this one:
Again add a plain, add a mirror-, a
subdivision surface- and a solidify modifier. I worked on it from
centered camera view on the Y- axis (num pad 1) and now you can bring
that jewel in any shape you like by clicking one vertex and drag it
in or out and see what happens:
If you like the shape, increase
complexity with subdividing or loop cuts and solidify the thing or
extrude it with the subdivision surface modifier still active. This
is what I did: again quick and dirty old and new:
Select your future outline vertices,
disable the proportional editing or it won't work and do shift+ alt +
"S" keys all together and move your mouse in one direction
(this is the real master move!) to get that thing rounded. Always let
your subdivision modifier up or this won't work so good!
now select your faces inside the circle
and extrude it along the Y-axis to get it out:
That's it for the Assault jewelery,
except the tail of course:
So the tail has not two versions and
it's basically always the same design in the whole series so I did
I took the exported fox tail from
dogson, selected two loop cuts along it ans simply scaled it in. Now
I added a path + circle mesh and wrapped it around manually. I
believe this could be done with the shrinkwrap modifier as well but
I'm not that experienced with it. I'll cover this on Noelani's
blade-making-off I guess.
Alright, the blue vixen is ready for
her first mission.
Later on I'll also add the making off
for the adventure clothes and Fox's making off and maybe even
Noelani's, maybe tomorrow or at the end of the week or next week.
They are both individual characters and
this is just a photo-shop to get them in one scene but that was the
idea what made them come alive!
Noelani is the eldest daughter of
Cyrill, Lord of the Wind and Anastasia Dubois. She's a adventure
loving mercenary and tends to get herself in trouble pretty often.
She's - like her father - a real scoundrel, doesn't care to much for
others and roams the lands to empty some treasuries. When it comes to
her little sister Fabienne however she's very protective and the two
would make a pretty good team if they could get their act together
and not start fighting after a short while mostly because Noelani
tends to be way to reckless and Fabienne tends to be way to
shy.Noelani is wielding the "Ghost of the Soldier"
a massive cursed two handed sword which she looted from an ancient
crypt, known as the grave of the crimson eclipse. Oros' grave.
The sword inherits the soul of a fallen
warrior from the old times and only those who bear a sign of a dragon
lord are able to use it without getting consumed by the sword.
Luckily Noelani possesses the sign of wind like her father. She
really had no idea an what kind of weapon she laid her hands on by
that time.Noelani has little to no magic affinity unlike her
sister but her physical strength is really beyond. She had beaten her
father in arm wrestling already when she was in her teens (she's now
153) and there's nothing that can stop her once she has set her mind
Noelani was the second name I
gave Fabienne, my second character of all times but now I decided to
take her name away and turn it into a whole new character. No one
would call a character Fabienne-Noelani and using just one more
frequent than the other would remove the necessity of having two
names. To me Fabienne was always Fabienne!
So, now this is Noelani! It is
primarily a female name of Hawaiian origin that means "Heavenly
Her surname Dubois is of course
the same as her mothers, Anastasia, since Cyrill has none.
Noelani's top is the counterpart to
While Fabienne is quite the incarnation
of Anastasia (in terms of body shape and look) Noelani comes more
after her father Cyrill.
Noelani's horn jewelry is heavily
inspired by Anastasia's.
The "Ghost of the Soldier"
sword is such a massive weapon that it is big enough to step onto
it's blade or lean against it. While Noelani uses it like a
two-handed sword due to it's weight this weapon once was designed for
one handed use. It's rightful owner was someone way bigger than
Now, let's sit down and talk about his
Those are now two different characters
inside the app. The daytime shot one is the warrior from old times, a
standard character with all features as always. The second shot at
night however is way different as he lacks legs and is completely
I had the idea that Noelani wields some
kind of cursed sword which contains a ghost or a spirit from long
ago. So the idea of Oros was borne.
I started coloring him and really fell
in love with his design pretty much on the fly. It was like working
on Eilidh back a few months I simply couldn't stop to throw on those
colors and watch teh effects happen so I start to ask me why I don't
do more fire style dragons like those two. I really love the colors!
After finishing the coloration I
scrapped the idea of turning him into a ghost and simply started to
dive in deeper on his warrior aspect building a roman style "armor"
for him. Now that I uploaded him I felt unfinished since there was
one part unused but I already made it...
I started to test a few things and
after changing some sliders, turning up emission and reducing alpha
the ghost was done. Now the only way to implement him inside the app
was to make a second upload. All features inside one character would
simply be not user friendly. You would have to switch around way to
many color specs to turn him back to normal and triangles wouldn't
allow to have all those assets inside one character as well so here
Oros once was a proud and glorious
warrior, the first one who ever served lady Hoshi. So he can be seen
as the first "Angel" although by that time no elemental
lords were declared like nowadays.
Unfortunately Oros died in combat
centuries ago but his soul refused to leave this world and clinged
onto his sword becoming "The Ghost of the Soldier". His
weapon was buried alongside his body in a crypt and turned into a
legend over the centuries until the brave and reckless Noelani,
daughter of the Wind heard rumors about an ancient tomb full of
treasures. She managed to track the ruins of that crypt and since it
never bothered her for desecrating graves, she took the sword with
her, freeing Oros' soul from the blade.
His joy lasted only a split second
after he realized that he really was dead and his body crumbled to
dust long ago. Only Noelani can see hear and interact with his djinn
like appearance now and so he decided to accompany her.
The warrior from the old times made it
his new duty to serve his savior with his wisdom as good as he can.
Back in the old days he was one among a
very small number of dragons holding not only one, but three elements
inside his body, mainly the aspect of fire but he was also able to
utilize light and even dark magic making him one of the most powerful
fighters who ever lived.
Oros is a surname but I changed
it to be his first name for I like it really much not only because of
it's sound but also because of it' background:
The Oros surname is a habitational name derived from the place
name Orozco in Bilbao in the Basque region, in the province of
Now if you check out the Basque region you'll find this:
The Basque country of northern Spain, located along the north
coast of Spain, next to the western Pyrenees.
The Basques, who are a Pre-Roman people, have a proud and unique
cultural heritage and language. The origins of the Basques remains
shadowed in uncertainty although historians have attempted to link
the Basques with Irish Celts, eastern European tribes or even North
African peoples. The Basques were the last of the Pre-Roman tribes of
Spain to accept Roman culture, laws and languages.
So we have Pre-Roman which is quite old which is good cause he is
a really old being.
We have a "proud and unique heritage" resembling his
personal traits and his character and we have roman culture
acceptance (although the Basques were the last) which leads me to his
dressing style. That's how a pre-roman legionary would look like. At
least in my head
He is a European dragon (from the way he looks like) so it comes
in handy that he is from Spain.
All around his armor you can find the
sign of the flame dragon as well as on his forehead. It's the same
sign that Eilidh has on her left shoulder indicating the same blood
He also has the light and darkness
dragon sign on his chest. Those are the exact same signs that Aurelia
and Kyra have. While the location of Kyra's sign is also the left
chest Aurelia's sits on her back neck and Oros has it on his right
chest to keep it more symmetrical.
The "Ghost of the Soldier"
sword has the exact same scale like the one I used on Noelani. Here
you can see the size difference between the two. While Oros can
easily swing it like a one handed weapon Noelani needs both her hand
to put it to work.
Oros' ghost form can only touch and
speak to Noelani. For everyone else he is completely invisible and he
can't affect his surroundings or pick up any kind of object.
Lady's and Gents, this is it! The
moment where I stand before my little masterpiece and personal
milestone of my "career" as a 3D-Artist.
Looks like I really managed to create the whole Star Fox team
within January and I must say I feel proud for getting this far and I
am very happy how they all turned out.
@odes and @Dogson thank you for creating this awesome software,
you two really made a dream come true for me and I just wanted to let
you know that you made someone really happy with what you are doing
It sounds a bit like a goodbye, doesn't it?
Well in fact I considered taking my leave with the geared up Rivet
being my last upload, simply because I won't have the time in the
future like I had now and I already stopped creating stuff for nudity
reasons. I decided to do "art" and character design and
stopped focusing on the sexual stuff. So this is the wrong app for
what I am doing now but you all benefit from it and I get models for
SFW animations...if only a SFW engine is something that will be
After the turn of the year one Idea started to take shape and I
decided to start a new chapter implementing Fox McCloud, the
character I loved most in the furry universe, and as it turned out
this was not only fun to do but also quite the success. Now Krystal
also would need a dress up. I never thought this will work within a
month so the initial goal was to just create Fox and Krystal. R.O.B.
was kind of a challenge to myself and a joke-character to check what
the engine really can do and from that point on I decided to make the
rest happen as well. Stretch goal was the Great Fox. I probably won't
have to mention that I'm a really big fan of the series and not
having the iconic mother ship of the team would definitely feel like
something is missing.
But now things have changed.
As I read the last Patreon post I realized that I would be
probably among very very few if not the only one who is here just
because for doing action-adventure animation stuff without any sexual
content and it really made me thinking.
It's not that all my stuff will be in vain, not at all! I am
really grateful for all my fans and everyone who's voted my stuff so
high that I am always on top of the lists no matter if you search by
month or year so this is really awesome!
It's just that I won't do any NSFW animations in the future and if
some day a animation system will come by that would allow creating
those it is most likely way to late for me to find time to learn it.
My life has changed, priority shifts and as much as I love doing
characters for you this hobby will most likely find its end in the
near future. I've already talked to a few members here and suggested
to do some clothes for their characters, 'cause that's what Blacky
stands for but on the long term for what reason would I do that?
Don't get me wrong, I don't feel betrayed nor am I confused about
how the development is coming forth, I fully support what you all do
and I knew from the very beginning what this would be all about. It's
just that I have changed and the idea of creating some kind of
animation with plot is way more interesting to me now than having a
Yiffalicious style interaction.
Maybe I am a bit too dystopian now but from what I can tell is
that February and March will be pretty stressful and from there on it
will show if I come back and how this comeback would look like. Of
course I'll read stuff you post and I'll fix some bugs on my roster.
January has a few days left so maybe I'll even dress up one or two
girls but for now, I guess, this is it.
I hope the future will be bright, I had a blast the last year on
this platform and I really hope that I can one day make a little
something for you once again since this was a really really fun and
awesome time I had.