Kuro🥐
kuroissan.bsky.social
Kuro🥐
@kuroissan.bsky.social
3D modeler on his free time from baguette-land

Commission open
and without fur.
November 16, 2025 at 7:09 PM
to compare; here is turntable with fur
November 16, 2025 at 7:09 PM
I used your character to experiment with fur and toon rendering.
I'm not convinced by using blender hair to achieve toon hair, but I need to find a faster of doing fur/hair with doing strand by strand.
I prefer the version without fur.
November 16, 2025 at 5:55 PM
It was made a bite more than a year ago for a famous moo fan birthday and it feels so outdated, character has changed, it's not a style I'm doing now and probably not the best I can do.
But it's part of my journey, I need to keep a trace of it
November 13, 2025 at 12:47 PM
and in VSeeFace
November 8, 2025 at 9:55 PM
and some face expression
November 8, 2025 at 9:55 PM
Head shot of Draytex (@\draythix.bsky.social character) with a anime style
#blender3D
November 8, 2025 at 9:55 PM
I'm just gonna post that without further explanation
September 20, 2025 at 1:05 PM
Headshot gift for @\hasherino.bsky.social. It's Aeternus, one of his character, love its design
September 19, 2025 at 12:08 PM
Well, where do I sleep now?
August 7, 2025 at 1:33 PM
Right there. It's hard to see because it's just the silhouette, small and in the dark, but it's the horsekees from the last version Taran did 😅.
Next to it is the Ifrit action figure
August 1, 2025 at 1:22 PM
Somehow, the pilot seems to be a lizard eating apples (I'm just playing with the shader, it's not canon).

And to avoid confusion, the picture displayed on the visor is from Granblue Fantasy, I didn't made it. It's from Vyrn eating apples animation to be exact
May 29, 2025 at 3:11 PM
A quick one for @chillintoo.bsky.social synth
May 29, 2025 at 3:11 PM
Vtubbing model for @illicocorvum.bsky.social
I will do more work with this style
May 28, 2025 at 9:05 PM
Without being perfect, the bending is smooth enough to be used in game engine like unity
8/8
April 12, 2025 at 1:52 PM
For the next bone (Tail.001), make a 1.0 weight gradient that starts from the middle of the next bone (Tail.002) and ends at the middle of the previous bone (Tail). Then do a 0.0 weight gradient that starts at the head of the bone +2 head (Tail.003) and ends at the current bone head (Tail.001)
6/8
April 12, 2025 at 1:52 PM
For the first bone (here Tail), make a gradient with a weight of 1.0 from its middle to the middle of the next bone of the next (Tail.002).
Little tip: the bone name are around their middle :)
5/8
April 12, 2025 at 1:52 PM
We will use linear gradient for all the tail weight paint, make sure to have the falloff to linear.

Erase all the weight paint of the tail bones
4/8
April 12, 2025 at 1:52 PM
Subdivide the Tail bone by a number you judge appropriate. The longer or the more flexible the tail has to be, the more you will need bone
3/8
April 12, 2025 at 1:52 PM
Add a bone that will take all the tail length + an extra distance at the end. This is made to have a bone to guide the tip
2/8
April 12, 2025 at 1:52 PM
Lets say this is the tail you want to rig. Two important thing to have:
- the tail must be straight
- the quad flow is regular, I choose to have a bit denser quad flow around the end of the tail to make it less edgy
1/8
April 12, 2025 at 1:52 PM
Doing some animation test for the head
April 6, 2025 at 9:15 PM
little by little, making it alive. I'm really happy with the ears
March 26, 2025 at 11:01 PM
Trying skicle.me because why not
March 20, 2025 at 7:19 PM
Little idea I wanted to try, wonder if I should make it fully
#blender #pokemon
March 18, 2025 at 7:42 PM