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ForkTailedDevil — Tacticool Cosmo

#blender #bloom #burst #cosmo #eevee #glow #pose #sonic #sonicthehedgehog #sth #tactical #wisp #seedrian #tacticool #cosmotheseedrian #blendereevee #wispon #blender2_8 #missionfailedwellgetemnexttime #cosmo_the_seedrian
Published: 2019-08-16 02:09:59 +0000 UTC; Views: 4626; Favourites: 86; Downloads: 14
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Description

On her travels through the desolation of Park Avenue, Cosmo grabs a Burst wispon from a fallen soldier. Now, better prepared to face the threats which may present themselves at any time, she scans the destroyed buildings and empty city streets for any sign of Robotnik's drones... Or other unwelcome company. She takes a breath and, hoping she looked tougher than she actually felt, slowly made her way through the carcass of an apartment complex toward the border of the city. Just over that bridge was friendly territory, or so she was told. She hoped that maybe her luck would hold out just a little longer.


Story aside, I was having fun playing around with the Wispons in blender, so I decided to make something which resembled one of my previous concept pieces. Blender 2.8 is the shiz y'all.

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Comments: 9

TheKittenKat [2019-11-07 08:27:29 +0000 UTC]

Dude, this is cool! Cosmo and the wispon looks really good! I love this brave plant girl and I wish her luck in the war. 

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florapolitis [2019-08-17 00:23:36 +0000 UTC]

So awesome^^

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SondowverDarKRose [2019-08-16 14:04:50 +0000 UTC]

awesome

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Webbyfour32 [2019-08-16 03:03:28 +0000 UTC]

Cosmo is finally ready to kick some robo butt! 

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FartingBoy [2019-08-16 02:13:28 +0000 UTC]

Jealous. Jealous. Jealous! I still have a hate/maybe I'll try it relationship with Blender...mainly cause of uvs and texturing in general.

👍: 0 ⏩: 1

ForkTailedDevil In reply to FartingBoy [2019-08-16 02:29:57 +0000 UTC]

It can be a nightmare sometimes, to be sure. However they've added some new tools and automation options which make it go a lot faster.


When I was first making the Cosmo model, most of my time was spent figuring out how to properly texture her, and after a couple months and many, many attempts, I got the gist of it. I still prefer to do my texturing in Substance Painter though. lol


Make model, mark seams, press 'u' to unwrap, and pray that the unwrap doesn't have too many scaling / packing issues. Practice makes perfect, as they say!

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TheJudgeX In reply to ForkTailedDevil [2019-09-27 00:06:50 +0000 UTC]

Ahh...the joy of texturing and node compositing. This is why I avoid it altogether by sticking to the old internal render.
( With the exception of the DB mouth texture)


That being said, if you are on 2.8, that won't be an option anymore.

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ForkTailedDevil In reply to TheJudgeX [2019-09-27 04:31:28 +0000 UTC]

It's not so bad. Then again, I've done it using the same workflow for the last few years, so I guess I'm used to it. lol Nodes aren't so bad once you figure out which order they go in and how they affect the material.


I'm really enjoying 2.8! The real time rendering is such a life saver in terms of time. That and the fact that it's completely compatible with Cycles just makes it so much nicer.

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FartingBoy In reply to ForkTailedDevil [2019-08-16 02:42:30 +0000 UTC]

It's mostly the mark seams that has me Reeeing...mostly cause I don't know how I would go about actually selecting the seams to mark.  Plus with the 70+ pokemon I want to edit for SFM, it just doesn't seem worth all the headache when someone else already ported the models from 3DSMax.

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