カオス狐猫

カオスキツネコ · カオスきつねこ

狐混 猫沌

モノクマ · Monokuma

モノクマ · Monokuma should not need any introduction, but if you must, you can find it here: https://danganronpa.fandom.com/wiki/Monokuma

I like this character a lot. Maybe that's why I have so many figurines of him in my home. I want to use it as a base of work to further learn Blender, and of course play a little. Maybe I'll be able to do some cool animated stuff with him.

As I want to learn and master fur in Blender, I will of course give him real fur. As real as I can succeed in doing.

Monokuma with hands in front of mouth Monokuma with big smile A close-up of furry Monokuma smiling, with a white left half, black right half and red jagged eye. A close-up of furry Monokuma with a wide, sharp-toothed grin. Furry Monokuma shown from head to toe with both arms stretched out to the sides.

Did I spend the last 4h modeling a neon with ceiling fixture and parametrable Light strength, color temperature, and on/off switch ?

Neon fixture in viewport Neon fixture Scene with neon fixtures and monokuma Neon fixture

I have a fairly good Monokuma now. What do you think?

Monokuma with big smile Monokuma with hands in front of mouth

I fixed the hair colors in the middle. The straight hard black&white separation was unnatural. Now, each hair has a color based on its root. And they kinda mix in the middle following their random positioning.

Old version of Monokuma with big smile Old version of Monokuma with hands in front of mouth

I have unified the shaders for the skin AND the hairs, so only one remains of each. The shader is associated with a geometry node that "records" each point in the rest position to define if it's black or white. Then this is used by the shader to use the proper "color". But as it is in the shader, I can tweak anything I want based on that. Had a bit of help from Codex for the routing and all, so not solo work here, but I think I grasped the whole shenanigan.

Geometry node that records the position of each vertex/point I have no idea of what that does exactly. It's a zoom of 01-RestCoordinates The shader of the skin with the basic leather effect. The shader of the hairs with the same selector

And finally, I re-used the scripts I had for Kitu to generate thumbnails for all poses I made for Monokuma. I do not know if they have names. I will do some digging for that later. Now they do, but I'm not especially proud of what I came up with yet.

Some Monokuma poses set up in Blender with thumbnails

Upupu

Monokuma laughing all teeth out

I may not have enough geometry on the lower part of the mouth. And the mouth projection is falling apart. I will have to redo it :-/

Monokuma big mouth with 3D defects, and unintentional clipping

Monokuma starts to become a bonefull creature. No claw yet tho. But he now has a bicolor tail.

Monokuma with bones in Blender Monokuma tail

🐻🖤🤍 Cute? Creepy? Why choose? Monokuma is ready for rigging. Let the chaos begin 😁 #blender

Monokuma hugging you. He's nice! Monokuma hugging you. He's evil! Monokuma T-pose Monokuma face angle

The shader does not work in the view-port of #blender, so #monokuma is all white while I'm working on him 😂

Fluffy ALL white monokuma.

All that fur with one Geometry node. I reuse what I did for Kitu, but better integrated this time. Lots to learn still #blender #monokuma

New toy project. I think you know him already. Still learning blender. I will try to give him fur, real fur. Wish me luck. #blender #monokuma

Monokuma with a T position