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Kinseviing - Local Dragon Provider

@kinseviing.bsky.social did:plc:xeevi5jm22ocpvqxu6u7w545

Spanish/Eng/ Hailing from Málaga. Just another messy artist who loves games, books and comics//Professional Concept Artist, Gamedev and Illustrator avaliable// *-NB-* They/Them /Elle (in Spanish)/ No AI. Currently working as freelancer for Kip Comics.

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Kinseviing - Local Dragon Provider (@kinseviing.bsky.social) é um usuário do Bluesky desde 3 agosto 2023. Tem 2.612 seguidores, segue 1.283 contas e publicou 2.038 posts.

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  • AutumnArchfey@autumnarchfey.bsky.social

    Gobbet

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  • Sarah McKenzie@sarahdraws8.bsky.social

    Yeah, it's great for non-UV-unwrapped high-poly sculpts. I'm glad I could help somewhat!

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  • Sarah McKenzie@sarahdraws8.bsky.social

    Of course, and I'm glad you liked my dragon eye! For sculpts (like the dragon eye), I usually just use vertex paint the materials using vertex attributes. If I need part to be more or less shiny (AKA roughness), or part of it to glow, I will add another vertex color attribute and paint a B&W map.

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  • Sarah McKenzie@sarahdraws8.bsky.social

    As you can see in the first image up there, the color attributes you paint can be accessed and used as textures using the 'attribute' node in the shader editor. That is how I use all of the colors and maps I paint for the sculpt in one material.

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  • Sarah McKenzie@sarahdraws8.bsky.social

    Are you by any chance new to Blender? If you are, feel free to ask any questions, and I will do my best to answer them. :)

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