koumodletsgo
koumodletsgo
I didn't have a funny name
641 posts
Fandoms: Toilet-Bound Hanako-Kun, Bungou Stray Dogs, Project Sekai
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koumodletsgo · 4 months ago
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This was literally me like 3 hours and 42 minutes ago
Watching the hatsune miku movie in a few minutes
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koumodletsgo · 4 months ago
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Well fucks? Get to it!
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koumodletsgo · 8 months ago
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this wip had been sitting in the back burner for a week now so i just went ahead and finished it. mikuuuu
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koumodletsgo · 8 months ago
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*shakin you*
YOU ARE A BEAUTIFUL MIRACLE OF AN ORGANISM. YOU CAN THINK AND PERCIVE SO MUCH OF THIS FASCINATING WORLD. YOU CAN FEEL SO MANY AMAZING EMOTIONS
*stops shakin you*
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koumodletsgo · 9 months ago
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MWAH! ✨
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koumodletsgo · 9 months ago
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Miku….🎵
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koumodletsgo · 9 months ago
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karaoke night!!!
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koumodletsgo · 9 months ago
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Fuck me dude
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Still learning Maya to nobody's surprise, but I'm actually doing it within a dedicated school !! Which also means that we all get to do an end of year production where each class (programmers, artists, designers) gets put into mixed groups and each group makes a game, which is really cool except the artists workflows collide sometimes and other times, corners get cut where they really shouldn't be. SO, currently, my production has mildly been set back because the person in charge of modelling the main character cut a tonne of corners. I'm talking faces on the inside of the mesh where they wouldn't be seen, high poly shoes compared to an otherwise low poly character, lack of appropriate topology around the wrists to allow them to deform properly when they bend. And greatest of all, the hair looked like it had been made purely up of deformed spheres, which wouldn't have been a problem if our artist had actually deleted the excess faces that wouldn't of been seen, combined them properly so that they weren't just all separate pieces, and just general topology count management. Our character was meant to be in a low poly style but she's ended up with a count of 20k. Just removing the unseen faces on the inside of the mesh ALONE has reduced the count by 3k. So I'm the one who's fixing all of this which is fun great yay. The biggest thing I wished had happened sooner was that this was bought up. This model went through 2 other people before it got to me and nobody batted an eye at the topology, they just worked around it. So, long story short, she was already rigged, weight-painted, and textured before this was bought up. And if you know anything about weight-painting and texturing, especially UV maps, that's really bad. Speaking of UV maps, they weren't actually done properly, it was an auto unwrap, so thats another thing i need to do. Idk if they were hoping they could ignore it or what but the character flat out crashes unreal when we try to import her so it has to be fixed unfortunately. And since we're already halfway through production and this should be well and truly done by now, I'm gonna need to try and get all of this fixed within the next 3 days. But I'll only have 2 because I'm working tomorrow. Oh boy
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koumodletsgo · 9 months ago
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Still learning Maya to nobody's surprise, but I'm actually doing it within a dedicated school !! Which also means that we all get to do an end of year production where each class (programmers, artists, designers) gets put into mixed groups and each group makes a game, which is really cool except the artists workflows collide sometimes and other times, corners get cut where they really shouldn't be. SO, currently, my production has mildly been set back because the person in charge of modelling the main character cut a tonne of corners. I'm talking faces on the inside of the mesh where they wouldn't be seen, high poly shoes compared to an otherwise low poly character, lack of appropriate topology around the wrists to allow them to deform properly when they bend. And greatest of all, the hair looked like it had been made purely up of deformed spheres, which wouldn't have been a problem if our artist had actually deleted the excess faces that wouldn't of been seen, combined them properly so that they weren't just all separate pieces, and just general topology count management. Our character was meant to be in a low poly style but she's ended up with a count of 20k. Just removing the unseen faces on the inside of the mesh ALONE has reduced the count by 3k. So I'm the one who's fixing all of this which is fun great yay. The biggest thing I wished had happened sooner was that this was bought up. This model went through 2 other people before it got to me and nobody batted an eye at the topology, they just worked around it. So, long story short, she was already rigged, weight-painted, and textured before this was bought up. And if you know anything about weight-painting and texturing, especially UV maps, that's really bad. Speaking of UV maps, they weren't actually done properly, it was an auto unwrap, so thats another thing i need to do. Idk if they were hoping they could ignore it or what but the character flat out crashes unreal when we try to import her so it has to be fixed unfortunately. And since we're already halfway through production and this should be well and truly done by now, I'm gonna need to try and get all of this fixed within the next 3 days. But I'll only have 2 because I'm working tomorrow. Oh boy
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koumodletsgo · 10 months ago
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How do I tell a 3D model to ki|| itself
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koumodletsgo · 10 months ago
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Hey guys, it's me, learning Maya again, WHAT DO YOU FUCKING MEAN YOU CAN KEYFRAME THE VISIBILITY OF SOMETHING
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koumodletsgo · 10 months ago
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Yeah uh twitters becoming a cesspit so I'm probably gonna try coming back to here instead so hey yall how you doing
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koumodletsgo · 1 year ago
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The urge to shut everyone and everything out is stronger than usual uh oh
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koumodletsgo · 1 year ago
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WHAT THE FUCK MAKE THE PAIN STOP
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koumodletsgo · 2 years ago
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IM GONNA FUCKING CRY THIS BITCH CANT HATE SUPERNATURALS EVEN IF HE WANTED TO
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koumodletsgo · 2 years ago
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yosano-san was supposed to be taking the afternoon off...
[id in alt]
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koumodletsgo · 2 years ago
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🍉
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