Lurid Codex

@luridcodex.bsky.social

2D and 3D artist specializing in alluring monsters. Also a fox. https://lnk.bio/LuridCodex

A first pass of giving the new cerberus its Mane. The goal is to have it be a little less overhwelming than the original Pyre Hound's, while still having it large enough to do the heavy lifting of the neck illusion.

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Next up: I cut down the Soul Warden Head Mesh to to 7k tris to use for the cerberus. Having 3 heads adds up tris very quickly, to the point that the Pyre Hound basically had no room left for clothes before hitting the 70k cap. My goal is to get the Body+Heads+Tail+Fur under 50k for PC

a 3D mesh of a dog's head

I consolidated a new build of the Luird Shapeshifter to work into the new Cerberus. It has the most updated weight painting, and all the shapekeys from the stone seraph and nekomancer, also new optimized UV map that will better allow for texture effects. I'm really proud of this base <3

A torso mesh in a blender window.A UV map of an unwrapped torso mesh.

Alright, it's time: The next 3D model project will be the true Cerberus Base Goals for this project: -Easy to repaint/customize/import -Single and Multi-user head control -Good Rank PC -Separate Quest Optimized Build (poor rank) This has been a long time coming, but I think I'm ready.

I got the Quest version of the Gargoyle down to MEDIUM. It was not easy, and I may have had to find a way to attach bones in creative ways so they don't get counted as bones... BUT! She has full wing AND turn-to-stone functionality so I'm calling that a win.

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Work on the Gargoyles is picking up steam again. The Goliath-inspired "Linebacker" build is cut from the scope for now, and will have to be released later. But in the mean time I did tinker with the existing work enough to get this handsome fey gentleman out of it.

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Nothing's fun like opening up a blender project after a break and going "Wait, WHY did I make the UV seams like this again?" (I feel like there was a reason but it's going to take me an hour to figure it out)

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