Sharkstuff - Python Base Blender Model
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Sharkstuff's Python
Model Info:
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This model is a generalized, stylized/toony Python base made with customization in mind. Along with
Several pre-made "skins" and color-adjustment nodes, this package includes a suite of texture files
for the user to use in designing their own scale pattern and colors using their preffered 2D image
editor. I had hoped to make this package extremely beginner-friendly, but admittedly you will be
expected to have some moderate knowlege of Blender to take full advantage of the base. Especially
for animation purposes... Snakes are hard to set up for very dynamic movement.
Features And Details:
-EEVEE and Cycles friendly. (Remember to adjust Subsurface Scattering!)
-Shapekey facial controls, with the exception of tongue, jaw, "lip" and eye bones.
-Shapekeys for simple speech, 3 Visemes.
-Shapekeys to adjust head and body shape.
-A hypno node tree optionally placed in the eye's material. (Link the shader you want enabled!)
-Textures packed into the .blend file, as well as customization files included in the download.
-Simple rigging, with optional toggled "fancy" handle-based control.
-An adjustable curve weighted and linked as a "path" objects can take for swallowing.
-Two hand-sculpted internal/stomach models for use in internal views and edited-in cutaways.
-Model is roughly 37 meters long. Big, I know. Scale via shrinking the armature.
-Includes the original internal sculpt and baking mesh, in case you want to bake new textures.
-Built using Blender 3.6.0, you shouldn't have issues using versions 3.6.0 - 3.0.0
-SAVE SAVE SAVE! Be sure to save-as a duplicate to work from and keep the
original .blend file unchanged!
The Python's Rig:
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The Python is simplistically rigged -and though a empty/handle-based system of rigging
can be toggled on-, lacks a dedicated path-following/coiling system. A Spine-following path is
included and pinned to the main armature with adjustment handles so that objects can be accurately
guided down the snake's gullet and body, -where you can add shrinkwrap and smoothing modifiers-
if you're into that kind of thing. A "Deform_Belly" Vertex group is included for these modifiers.
Rig Instructions:
-To enable the slightly fancier handle-based rigging, navigate to the bone "Body.049" (The tip
of the tail) in pose mode and enable it's bone constraint "Spline IK". Then, make the 2nd layer
visible in the Armature's data layers (Shift M1) to show the handles used to position the
circular empties along the Python's body.
-The Curve/Spline that follows the Python's armature to allow for "swallowing" is adjustable
via the arrow-styles empties dirctly. These empties are parented to every 3rd bone in the
Python's "spine" bones.
-Tip: though there isn't a dedicated rigged system for path-following/coiling, The armature
modifier can be removed/de-activated and replaced with a curve-following modifier to follow
your own curves.
(The "Extra" chunk of body and two "Internal" meshes are prime candidates for this!)
Terms of use:
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You may generally do with this model what you will, including use in paid render/animated commissions.
When used, try to credit me (Sharkstuff) where reasonable. Credit doesn't have to be front and center
-I won't be a stickler about it- just someplace easy to find.
YOU MAY NOT:
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-Claim any content included in the purchase as your own.
-Edit or modify any content included in the purchase for resale.*
-Distribute any content included in the purchase.*
*Since this is a customization-focused base, some file-sharing and distribution is necessary in the
case of users outsourcing customization, even paid. This is fine, so long as it's not being sneaky
as a means of distributing the package as a meaningful whole to be used as if purchased personally.
I can't and won't be able to enforce this specifically, simply respect the artist pretty please!~
Known bugs:
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(I don't plan on supporting this file long-term, these should be pretty inconsequential anyways.)
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-Model is roughly 37 meters long. Huge. Can be easily scaled on the armature object, but I realize
it's a bit weird to be this large by default. I simply forgot to set a better scale before I
started rigging and it's all a bit complex for me to be confident in shrinking the "right" way
without breaking it. The only thing you might need to adjust after shrinking are some material's
subsurface scattering levels.
A packaged Blender 3.6.0 file containing Sharkstuff's Python Base model and texture files.