switch dog (nintendo switch and etc) created by silentj43
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Description

The new official Switch Dog Head accessory for the Nintendo Switch! Available March 3rd. Body sold separately.

Made in Blender. Based on a combination of pawtsun and gats's design. I am making a full body model! Check the comments below for my progress.

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  • Comments
  • Yonk said:
    but there's already like 30 drawings of this dog

    I meant until this specific model is used in porn. It has a face, so I'm sure someone will think up something to do with it.

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  • Torn2 said:
    Definitely gonna look into making vinyls off these designs if/when I pick up a switch.

    Vinyls? What does that mean other than a record

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  • LexoAstonov said:
    Hey Silent, are you going to eventually finish this model? I'd really love to 3D print the whole Switch Dog figure.

    Mmmmmmaybe. I would like that as well. I actually got a Switch and there's been such an influx of art here in the past 4 days it'd be a shame not to. Urge to get a Switch Dog amiibo is rising. I'll give it a shot.

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  • Day 1 of body work: http://imgur.com/GGU2k5X

    Turning out surprisingly well for the second body model I've ever done from scratch. I am not going to be modeling the naughty bits (Q rating here, folks), but she does have a rather plump butt. I can't decide on what I want to do for her hands at the moment though, be it paws, nubs, actual hands, or some combination. I'm open to suggestions.

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  • LexoAstonov said:
    I think that paws and nubs would be better when it comes to the actual thing. Dunno bout others, but I personally have difficult time printing and painting fingers. This picture proves it. http://fav.me/d9y1mhx
    But if you want to go for a fully rigged model for animation, actual hands would add to her range of expressions.

    Heh. Yeah I was hoping to make something suitable for printing and 3D animation actually. It absolutely will be fully rigged. That will make it easier to do cool poses. I have decided I am going to do simple four-fingered hands like these rather nice ones in post #1153156

    Day 2: http://imgur.com/a/McMFa

    Majority of the work today was spent subtly smoothing out and reshaping the body for additional thiccness. Also to be less egg shaped. Adjusted the crotch divot to be higher up on the model. Improved the feet and added "sock" divots. Shortened the arms and legs. Started work on the hands.

    Will I show off the butt tomorrow? Who knows?

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  • LexoAstonov said:
    I really like what you're doing here. Keep up the good work!

    Thanks!

    Day 3: http://imgur.com/a/GdZZA

    Completed the hands, added "glove" divots, did a bit more smoothing out on the "important" curved areas. Wait, what? That's it? Yeah... I played a lot of BotW today. So to make up for that, you get your butt pic.

    On the other hand, the mesh is done! Hooray! Aside from minor adjustments of course. I have a habit of being blind to minor flaws so please do point out anything you notice that could obviously use some work. I'll give an extra day for replies and my own personal sanity check. After that, UV mapping and texturing!

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  • LexoAstonov said:
    You're the first to make a 3D model of anthro Switch Dog. //that doesn't look like an inflated balloon.

    Yeah that's what I was afraid of. I mean there's juicy and then there's that. I didn't want to go too crazy. I'll experiment and see if I can plump them up a tad more. I mean as long as there's a thigh gap there's room for improvement.

    PS who is this Indigo you speak of?

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  • LexoAstonov said:
    IndigoSFM. One of the many people who does anthro SFM porn. I pointed to that because there's this one human body that everyone loves to shove pony heads on and the legs do some weird clipping when they try to make them thicker. Some clip less, some clip more. IndigoSFM tries to fix that in his renders. But the said body behavior is why I brought it up.

    We'll see if I can avoid those problems with my rig job. I have had success with tricky joints in the past. Well, without further ado:

    Day 4: http://imgur.com/a/O4EbF (Should probably have actually made a new post but I'm too lazy to tag it right now)

    Some smoothing as usual. Changed the size and position of mouth and nose to be a bit less doofy. Left the legs alone, they're about as plump as I can handle. And did UV Mapping and texturing. I wanted to make a really nice render, so I took an extra hour to learn the Cycles engine just for you folks and made a spinny gif! You can see all of the details from many a fine angle. Except the underfoot pawpads, here's a link to those: http://imgur.com/a/3tPt3

    There is one unfortunate thing you can see from the gif; the reflections show off some nasty lumpy spots on her hips, sides and a bit of her butt. Or is it a trick of the light..? Well, I'll make sure to investigate and give those areas a good rubdown if necessary. Next up: creating the armature.

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  • Any ideas about how to keep the head attached to the body? I'm not going to do a neck so it makes sense to have the head and the body be printed off as separate models. But then how would one go about actually keeping the head on there in a way that doesn't compromise how it looks?

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  • LexoAstonov said:
    http://astonov.weebly.com/amiibo-neck-study.html

    Cool post. I'm not a fan of collars on intelligent creatures (though this character's intelligence may be debatable). However it would be so easy to just slap one together I see no reason not to just have that as an available option if someone wants it. Regardless, after seeing the examples you provided, I might as well just have the mesh of the head and the body overlap and then print the union of those pieces as one model. Making sure that the joint is thick enough to ensure proper structural integrity.

    In regards to poses, I definitely want to make a few. post #1124005 has always been one of my favorite representations of the character, hence my model's similarities, and I will do my best to make a similar pose. Other options would be a sassy stance, because I've always liked gats' "Switchie" and her spicy attitude. And maybe a couple more based on my favorite pictures on here. This brings about the concern of facial expressions though, and I'm too tired to even think about how to handle eyebrows with this character... well, next update comes tomorrow.

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  • Day 5: http://imgur.com/a/G1TEz

    Rebalanced the facial structure by increasing the size and changing the location of the face buttons. Decreased the overall height of the model by shortening the midsection slightly. Going to review the way this has changed the shape of the midsection tomorrow. And of course, started work on the armature. Am undecided as to how much pose ability I'll be adding but will likely be adding as needed. Experimented with facial expressions, look at these Garfield-ass eyes http://imgur.com/a/T2Fj6

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  • Day 6: http://imgur.com/a/HxIJn

    Point weighting! Lots and lots of point weighting. Not fun, but necessary, or else how are people going to pose this thing? I would LOVE to outsource this process to anyone who's willing. But for now I think I'm doing an okay job. Lots more to go.

    Also did some adjustment of the model's curvature, again. This time I think I've gotten it right.

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  • LexoAstonov said:
    ..dude,I don't even know what weighting is.

    More commonly called vertex weighting, it determines what parts of the model move in relation to the bones. It's a delicate process. If done incorrectly, it results in very weird deformations during certain poses, like the leg clipping you were talking about. Have I done a good job with mine? I dunno, let's review some test poses:

    Day 7: http://imgur.com/a/HT0Gf

    Looks like I might have done alright.

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  • I think we're done. New post coming soon. Going to gather some attention and then figure out how to convert to SFM and printable format respectively

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  • I still have no idea how i'm going to print this thing! There's a 3D print shop in my area that might be able to do it.

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