Hi, Iâm putting all my future (and past) 3D modelling and VRChat related stuff here for unclogging purposes. Unless stated otherwise I make all my models from scratch and enjoy porting models from games I love for the software. Enjoy!
Modelling
Blender 3.2 & 4.4
CATS plugin [official[3.2]/unofficial[4+]] + Material Combiner + loop tools
Immersive Scaler
Substance Painter
Paint Tool SAI
Clip Studio Paint
SmartNormal
Unity
Manual experience + VRCFury for toggles/gestures
Gogo Loco
Gesture Manager
Pumkinâs Tools
VRChat
Quest 2 + Quest Pro PCVR [Virtual Desktop]
VRCFT
Wireless Access Point router for personal playspace
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Redid the textures and audiolink on my guy's casual wear, I'm floored
[Video description: me in my sona avatar in vrchat, neck down, turning around slowly to show off the audiolink lighting up my clothes to the beat of the world's music. I'm in a star-laden tanktop and athletic pink shorts that glow bright blue to the beat. After one full turn I switch the tanktop to a croptop sweater, dual-coloured, that glows pink on the bottom rims to the beat.]
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also I 100% intend to make Ragnvaldr public btw I just gotta LOUD BLARING SOUND AS THE COMMERCIAL LICENSE FOR THE ARCHERY SET HITS ME IN THE HEAD WITH A $100 CAD PRICETAG
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twice now i've had to double up on shading on my models and add matcaps atop the roughness/smoothness/metallic maps that get exported in SP because it's not pulling off the shine I want. like YES i want this to look like skin, NO i don't want it to look matte in unity compared to SP for some reason, SURE i'll vomit a couple of matcaps on there and see what happens
people diss matcaps a lot... it's cool man let's fuck around w this more primitive way of fake shading computation it still looks like magic, who gives a fuck!!!!!!!!!!!
twice now i've had to double up on shading on my models and add matcaps atop the roughness/smoothness/metallic maps that get exported in SP because it's not pulling off the shine I want. like YES i want this to look like skin, NO i don't want it to look matte in unity compared to SP for some reason, SURE i'll vomit a couple of matcaps on there and see what happens
I got into Funger. I really like Ragnvaldr from the main cast so I decided to model him and try my hand at handpainting a model to mimic its style.
STILL A WIP BUT HERE'S THE PROCESS:
Prototyping/Base Model
I never want to rig a skirt or straps again. Oh my god.
The main part here was seeing how feasible it was to get his shapes and silhouette down above all else before diving into painting. This included blocking out his colours roughly with assigning vertexes to colours on an atlased material and seeing what I could get away with normals/polygon wise. I mushed his face into a fitting prototype and decided to throw him into the dunyons (Substance Painter).
funny swedish man of many earthly colours.
Painting
I was shocked at what I could pull off in Substance this time. It was a bit of rickety rust to shake off since it's been some time since I last used it, but I tried a bunch of new things and paid closer attention to settings so there wasn't as much backtracking and horror. It was super easy to pull off Miro's funger style since I can tell that thing was born from the dream of a Hard Round brush, which feels pretty good to use in SP.
Lots of going "OHP" to remember to do certain things in the pipeline so I don't have to go back and fix a billion things later. It's worked much smoother so far.
Getting his face down is still hard, though. I'm still working on it.
He's so beautiful though so I don't mind staring at him for hours and fussing w/ the subtleties.
He's currently got a Bloodied toggle and you can take his clothes off (he's got dumb black shorts under, sorry). I plan to add Facetracking, limb dismemberment (bc a Cahara one I saw has that and that's really funny), and his Bow and Arrow thru a paid prefab that lets you actually use one in VR.
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Didn't do too many this year, but I tried a bunch of different systems and even started my first world!
Go below for a blog-style journey of stuff I tried this year.
Substance Painter
My modelling pipeline is forever changing. With 2025 there were a lot of leaps with new software and add-ons, including Substance Painter, which I gave another shot with my Sona and multiple Dovabrodian skins.
Working with the Dova was a threat and a half. I refused to touch Substance for a while due to my sub-par experience trying to wrangle it last year with Sylver Lining.
He's still great for a first try! But oh my GOD! Controls that can kill a victorian child!! UN-INTUITIVE AIRPLANE CONTROLS!
What I painstakingly did instead was try and figure out Blender's primitive Texture Paint mode, which can be summed up as half-baked and not built for this.
Blender after doing one stroke in texture paint
Nevertheless, I spent (no hyperbole) 12 hours to convert a single Nomad brush pack from Artstation into Blender's brush engine. Figuring out the settings and stroke methods and such was actually pretty fun and mindless, anI JUST REMEMBERED HOW FUCKING SHIT THE LIBRARY SYSTEM IS NEVERMIND POST CANCELLED
Facetracking
TL;DR - addicting. Increases immersion quite a bit. My gay ass loves it
This was the fun one. I self-consciously dropped too much CAD thru Ebay on a Quest Pro with a billion stupid peripherals and research tabs to make this happen. I hate splurging that much money at once even if I work fulltime. I figured if I was going to, might as well get a tonne of stuff to ensure it still works comfy and endure the long haul, since it's the last headset with full, built-in Facetracking (And Discontinued đđģ). My vigilant ass was shaking and making sure this thing was going to Last.
The fellas over at the VRCFT discord are a rowdy bunch but were super helpful in helping me troubleshoot some mechanical issues I was having and what peripherals to buy (globussy my beloved). Overnight before it would arrive, even, I had 20 tabs open at a time looking into how to set up avatars with the functionality, which blendshapes to add, etc. It looked intimidating as shit but I was eager to get it working.
Turns out it gets even more addicting to look at yourself, who knew
Turns out it wasn't as hard as I thought it would be. The universally available tutorial at the time, Jerry's, is a bit of a drag but it thoroughly sets shit up so you're sure not to screw up. There's some unnecessary steps he takes in it but I understand *why* they're there, you'll see what I mean.
I kinda brag a LOT over how good Silver's facetracking looks. It's hands down the most expressive I've seen on any model, period, without it being too exaggerated or uncanny. Trying to emulate that for my Sona is a little more difficult since he isn't a teeth-stuck ventriloquist jaw puppet like he is.
my BOOBS ARE DOWN HERE
So now what. I've got fullbody tracking, face tracking, now what...
I ordered Batch 7 of Somatic's Orion trackers, so I can get the beta firmware of haptics going on it. That'd be pretty nifty!
World Creation
Very new to this, but I've wanted to tackle it for a while. I was shit donkey ass at 3D in college, which is why I went to college in the first place-- only to be met with Bs for doing the bare minimum. We used Maya. I struggled really hard with it. Prop making and character modelling was super ass.
So I wanted to give prop-making another shot. World-making was a perfect shot at redeeming my shitty grades and doing stuff without a time-limit and oh my god.
im having so much fun with it
NOBODY TOOOOLD ME HOW FUN THIS WOULD BE MAKIN SHIT FROM SCRATCH THAT'S INSANE
Wrapup
Not too many models this year but a lot of experimentation and focusing stuff elsewhere. My body takes a hit whenever I do Blender for extended periods, so that was probably the trigger for less content. My shoulder and back really do not like my current setup so I just gotta be careful.
Here's to more in 2026 though! I've got a few ideas!