Jollyfish
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jollyfish.bsky.social
Jollyfish
@jollyfish.bsky.social
Gamedev, Jellyfish enthusiast, 3D Modeller.
Currently working on DoubleShake by Rightstick Studios
He/Him, adult
Pfp by knebulanight.bsky.social
I do 3D model commissions on Kofi. Comms are Open.
https://ko-fi.com/jollyfish59059/commissions
Gif compression sucks, but here's a little show off of my attempt at water flow materials.
July 25, 2025 at 8:00 PM
Another angle of their running animation. Hopefully it reads better than the side view.
June 14, 2025 at 12:25 AM
There might be other types or more variety in stats later if I am confident I can balance it all, but I have to make the base systems first so keeping everything within few categories hopefully helps with that.
June 14, 2025 at 12:25 AM
Run - Gets a dash, speed up, handling down. Simple.
Fly - Gets 1-2 extra jumps, higher platforming, cross gaps easier.
Crash - Breaks obstacles. Hits nearby racers harder.
Shoot - Can shoot various triggers to open paths. Can hit other racers from afar without items. Slowest but best acceleration.
June 14, 2025 at 12:25 AM
The current plan is for all characters to be roughly the same in stats within 1 of 4 types.
Run, Fly, Crash, and Shoot.
Ideally, with only 4 types, balance will be simpler with less of a severe difference in whatever meta forms. Tho making 3-4 types of shortcuts will make tracks harder to keep fair.
June 14, 2025 at 12:25 AM
Alright last gif, this one is just a funny dance + turnaround I did to get used to the rig for this one.
June 9, 2025 at 11:27 PM
Mind the flashing lights perhaps, this one shows off the face textures available. Due to size limits I had to make this one pretty quick, so apologies if it's hard to look at.
June 9, 2025 at 11:27 PM
The treads can be driven too by rotating a bone which animates the texture.
June 9, 2025 at 11:27 PM
This is a closeup of the can movement, the loop isn't perfect because of my recording but I think it still gets the point across.
June 9, 2025 at 11:27 PM
This gif shows it actually vending a drink and offering it. I had to put some bones in the rows of snacks as well as a bone on the coil to rotate it and an additional bone on the front most snacks so they can move independently. I think it came out pretty well for my skill level.
June 9, 2025 at 11:27 PM
This gif shows the main talk animation.
June 9, 2025 at 11:27 PM
The next two are for the talk animations. This one shows how it's arms pop out from the sides.
June 9, 2025 at 11:27 PM
I wish it were easier to do all the Gifs in one post, maybe I need a thing to combine gifs or something idk.
June 9, 2025 at 11:27 PM
This last Gif showcases the Expressions and Texture Set slider for changing outfits. I'm using a set of driver bones to move the UVs using the shader.
The Face Selector object can be hidden or otherwise shrunk to a very small size and hidden inside the model when not needed.
May 25, 2025 at 12:41 AM