lunemercove

witchy girl/virtual snep

^ computer witch ^
^ self-taught 3D modeller ^
^ 🏳️‍⚧️, fan of girls ^
^ old enough ^
^ anarchist 🟥⬛^


see them uncombined here


you can always find me here
lune.gay/
the blog specifically
lune.gay/blog/

there's something really cool about having constraints that mimic the physical:

  • if you want an interior space you have to have interior space
  • if you want surfaces to overlay or intersect you have to model surfaces that overlay or intersect

while also being able to cheat in certain ways:

  • you don't have to model any of that interior space
  • you don't necessarily have to model all of those surfaces

still messing with hair, starting to get some general shapes. I think I finally digested this and I'm trying to apply the ideas.


I think I referenced papier-machê much much earlier in my modelling experience, and I feel like that still holds. the method of construction up to the "you need interior space if you want to signify interior space" constraint is similar. you could probably point to other 3D physical forms of art too. I think something about the way you put together papier-machê (or at least what I remember from doing it in school) just feels especially similar to what I'm doing in blender, including the part where I have to paint the model believably at some point.

the advantage of 3D modelling being a digital medium, for me, is tooling to do rapidly what is slow or boring by hand. and the ability to undo and redo choices. helps when you're indecisive and when you easily despair when you can't quite get something to look right.


You must log in to comment.