Posts Tagged ‘CG’

A small Innkeeper update

1 Comment // Sep 13, 2007 // Posted in Characters & Creatures, Innkeeper

I just wanted to post a small update. I’ve had a very busy week so far, so there haven’t been so much time to work with this guy. But the modeling is starting to get in place. I need one more session with him and then the modeling should be more or less finished.

I have two more accessories left to model for him and some additional details to add to his body. I hope to be able to have that session this evening.

The Innkeeper - Work In Progress 2 - Side View

Update of the Innkeeper - A small pouch is added

The Innkeeper - Work In Progress 2 - Front View

The Innkeeper - More details added to the clothes

I make this project to improve my texturing skills, so I wanna spend the most time in that area. But I have also dedicated quite some time now to explore a new flow for my detailed modeling. I have experimented with a new method that I kinda am starting to like a lot.

LightWave 3D -> ZBrush -> Modo -> LightWave 3D.

My flow goes like this, I rough out the overall shapes I am looking for in LightWave, his body and his different pieces of clothing. Then I bring the meshes into ZBrush, one at a time, and start sketching and sculpting out the details, like wrinkles in the clothing. When I have something I am happy with, I export them out in hires into Modo. And there I rebuild the clothing from scratch again, using the hires mesh from ZBrush in the background. The Pen Tool in Modo in quad mode with a background constraint is just wonderful for this work of creating new topology on an existing mesh. So by doing it like this I get a pretty low polygon mesh, with an excellent flow of edgeloops with as much details as I can preserve modeled in, carefully laid out in Modo where I need them. And when I am done in Modo, the model goes back to LightWave to replace the first rough draft version.

Working Music: Beirut - Lon Gisland

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Destrachan - Finished

1 Comment // Aug 25, 2007 // Posted in Characters & Creatures, Destrachan

Alright, Destrachan is finished and posted to my 3D Portfolio.

Destrachan - Finished

Destrachan - The Final Render (Click to enlarge)

I ended up modeling some sort of dungeon environment to put him in. I could probably have spent some more time with it but I wanted to finish this project, wrap it up and move on to new challenges.

I was about to make some animations with him, but I just have got to many things to complete right now, so I’ve put that part on ice. I might revisit this project in the future and add some animations. Time will tell.

A closer look at the model

Destrachan - Front

Destrachan - Front

Destrachan - Side

Destrachan - Side

Here is a few more renders to easier examine the model without any specific lighting or environment elements to distract from looking at our guy.

To the right you have two textured renders of him from different angles where I have posed him on a stand.

And below we have two images with renders of the model without any texturing at all, to better see all the details I’ve sculpted into him.

Destrachan - Before Texture Painting

Destrachan - Before Texture Painting (Click to enlarge)

Destrachan - Clay Render of the Beast

Destrachan - Clay Render of the Beast (Click to enlarge)

Wires and the UV map

Destrachan - Wires

Destrachan - Wires

Destrachan - UV Layout

Destrachan - UV Layout

And if anyone is interested, here is another two images, one with the UV unwrapped layout I created in LightWave 3D for him side by side with the acutal color map that I painted.

The other image is just an overlayed wireframe from the base mesh I modeled to use as a starting point for my sculpt, on on top of an occluded render of the same mesh with the displacement map applied to it.

I guess that pretty much wraps this project up. The complete process from when I started this project can be seen here.

Tonights working music: Anna Ternheim - Separation Road

P.S. Someone recently asked me why I always end my blog postings with the music I’ve been listening to. Simple answer, music is very important to me. It inspires me and I really can’t work efficiently without my music in the background. So the music plays a major part in all the work I create, so that’s why I feel to share the music I choose to help me set the mood for each session. Maybe my taste will influence someone out there to discover new inspirational music.

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Destrachan - Painted and Rigged

1 Comment // Aug 15, 2007 // Posted in Characters & Creatures, Destrachan

Here we go. I finished painting my little guy in ZBrush the other day. So here is the final result rendered in LightWave 3D.

Destrachan - Finished Model

Destrachan posing for the camera

Destrachan - Finished Model

Destrachan more posing for the camera

Destrachan - Finished Model

And even more camera posing

When I was at it, I also created an animation rig for him. So I can pose and animate him. Nothing fancy but all the basic controls needed are there. Some Inverse Kinemtics controllers for the legs, arms and the tail and just a Forward Kinematic for the body and head.

Destrachan - Animation Rig

The Destrachan - Rigged for easy posing

As he is completed now I have started working on a scenery where I can put him, and also make a short animated sequence in. Stay tuned for the next and final update of this project.

Working Music: Detektivbyrån - Hemvägen

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Destrachan - First pass of painting

No Comment // Aug 12, 2007 // Posted in Characters & Creatures, Destrachan

Just a quick update, I’ve done the first pass of painting on the little guy, so I just wanted to post a progress image.

Destrachan - Work In Progress - Textures

Destrachan - The first painting pass

It’s getting decent, but I need one more session to work on him before I am happy with the textures and shading. I have done all painting of the skin texture so far in ZBrush and haven’t had any need to bring it into Photoshop so far. I will probably do some minor touch up in the end there I guess, but ZBrush has been just great to paint textures in. The above render is made in LightWave 3D, I didn’t bother to turn on the displacement map for additional details for this test render.

Well, I’ll continue painting this cute little pet today, and then he should be finished to be let loose in some scenery.

Painting Music: Gogol Bordello - Gypsy Punks: Underdog World Strike

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The Pod Bay - Winner in the Vue Environment Competition

2 Comments // Aug 07, 2007 // Posted in Announcements
The Pod Bay

The Pod Bay (Click to enlarge)

A few days ago I posted an entry that my image, The Pod Bay, was selected as one of the twelve finalists in the Vue 3D Environment Competition 2007. Today, at Siggraph 2007 the final winners was announced. I was happy and surprised to see that my submission was selected as one of the three winners in the competition as second runner up.

The judges consisted of leading experts in the 3D entertainment industry coming from the companies - Industrial Light & Magic, LucasFilm Animation, Polygon Pictures, Electronic Arts, Psyop, Whiskytree, 3D World magazine and Softimage - motivated the choice of The Pod Bay as one of the winners with the following comments:

“A great work. Very interesting design and a great composition.”
“I like the fact that I’m wondering what they are. I keep feeling like they’re a part of a much bigger (science fiction) story that I’m not quite clued in to yet.”
“All parts are well-arranged to produce the impressive colors.”
“It vaguely reminds me of the Myst series of games!”

I needed to get up to speed with Vue and thought this competition was an excellent opportunity to spend some time with the software. This image was the result of some of my experimentation and it took me around one day to complete from start to finish. It was a very pleasant experience for me to get to know Vue better. It’s a very capable application and amazing in many ways, and I will for sure make it an integral part of my pipeline for upcoming work.

I didn’t want to make just a plain landscape render, so I came up with this idea of some Alien Pods populating my environment to bring some interest and excitement into the image. Postwork wasn’t allowed, which created a challenge for me to get as good render as possible straight out of Vue. I usually do a lot of post processing on my images after they have left the renderer like color correction, adjusting balance between elements, combining render passes and many other things. The Pods are modeled in LightWave 3D and then imported into Vue where I sculpted the landscape and the other assets. The texturing, vegetation as well as the lighting and final render is Vue all the way.

You can now also find this image in my 3D Portfolio.

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Destrachan - The Sculpting is almost there

No Comment // Aug 06, 2007 // Posted in Characters & Creatures, Destrachan

Let’s see, things are moving forward, so here is just a quick update. I’ve been working on finetuning my sculpting and get some finer details in place. Here is a render of where I am at the moment.

Destrachan - Work in Progress 4

I'm almost finished with the sculpting of the Destrachan

I made the render above in Modo by taking my low resolution base mesh and exporting a displacement map from ZBrush of all the details I had sculpted.

I do all my sculpting using my Wacom Intuos 3 tablet. By using a pressure sensitive pen I get the exact control and the feeling of working with real clay as close as possible for a digital environment.

I think I am almost satisfied now. I have a little cleaning up left to do and some additional finer details to add, but not very much. Then the sculpting phase is over and I can move on to the next steps in making this guy come alive. I will post a couple of images from different angles as soon as the sculpting is completed, with some additional step by step images.

On a related note. I do record some of my sculpting sessions to video. And I am about to get my server space extended ten folded this summer as well as the bandwidth. So as soon as my space is upgraded I’ll start posting some video sessions in the blog now and then to go with my posts. And other than recording my sculpting sessions I’ll also be able to more sporadically post animation tests and so on. This will be fun!

And to end this post, I had a little mouse adventure. My trusty Logitech MX 610 Mouse died on me last night. The LMB was worn out, but it had served me well for over two years. And fortunately I don’t use my mouse while sculpting in ZBrush, I only use my Wacom tablet with the pen for that, I can’t see how one could sculpt with a mouse? But I do all my LightWave work with the mouse, so I would need a replacement immediately. Luckily, one of the nicest persons I know came by me this morning and dropped of a brand spanking new Logitech MX Revolution mouse as a replacement. Wonderful mouse, perhaps the best one I’ve ever had. Amazing precision and the grip is excellent. And lot’s of programmable buttons. I’ve already configured it for LightWave, like this;

Forward = Select Loop, Back = Drop Selection, Search = Single View On/Off, Thumb Wheel Forward = Expand Selection, Thumb Wheel Back = Contract Selection, Thumb Wheel Click = Expand All, Mouse Wheel Tilt Left = Hide Selection, Mouse Wheel Tilt Right = Unhide. Wonderful setup and gives a great boost to the workflow. I am in love with it already!

Working Music: Beirut - Gulag Orkestar

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Destrachan - Made a decent UV Map

No Comment // Aug 03, 2007 // Posted in Characters & Creatures, Destrachan

When I was halfway through the sculpting phase I decided to improve my UV Layout for my darling. Originally I had settled on letting ZBrush create the UV map for me, using GUV tiles. But then I thought Nah, they don’t look very pretty. ZBrush GUV tiles does create a very nice distortion free UV Map, so it’s technically a very good UV Map, but not very easy on the human eye if you want to take the UV Canvas into Photoshop for further editing after you have left ZBrush.

So I went back to my base mesh in LightWave and had a proper UV unwrap session with it instead.

Destrachan - UV Map Layout

The unwrapped UV layout for the Destrachan

As can be seen, my unwrapped UV Map is so much easier to paint on than the abstract ZBrush generated map if I decide to paint or do other work on the maps down the road. To create my UV Maps in LightWave I use a very nice free plugin called PLG UV Tools which just rocks for UV creation.

I have always thought of creating UV Maps as the most boring and uncreative part of the 3D process, but the PLG Tools has completely changed that for me. It just gives me great UV Maps in no time so I can concentrate on the more creative parts.

In less than no time I had decided on where my seams and cuts shall be and generated a more or less distortion free UV map out of it. Then run the Relax UV command and follow up with the Pack UV Chart to get as effective placement in the UV space as possible. Here is the base mesh with an UV Checker pattern applied after I had finished my new UV Layout.

Destrachan - UV Checker Applied

Look Ma, almost no stretching!

Gotta love how easy it is to swap out an UV Map in ZBrush for a new one in the middle of a sculpting session.

Anyway, the checker render above is the last render of the base mesh. Now there is only the fun parts left, sculpted and painted versions of this guy!

I have an UV Layout that I am very pleased with. And the sculpting is almost finished. I’ll continue sculpting in the finer details tonight and shortly be back with some images of the final sculpture so I can move on to the painting phase.

Working Music: Camera Obscura - Let’s Get Out Of This Country

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Destrachan - Sculpting the evil

2 Comments // Jul 27, 2007 // Posted in Characters & Creatures, Destrachan

Time for a new Destrachan update. Another completely unrelated project with a tight deadline came in between, but today I’ve continued working on my Destrachan creature. The project that came in between is finished, and I’ll be able to post about it in two weeks when I’m allowed to publish it.

Anyway, continuing from the last post, where I had modeled the base mesh in LightWave 3D, I’ve now brought this guy into ZBrush and started sculpting. I’ve worked my way from subdivision level 1 and are currently sculpting at level 4 and are working with around 90.000 polygons at the moment.

Destrachan - Work in Progress 2

The first ZBrush sculpting session of the Destrachan

At level 4 I’ve got enough polygons to start getting finer details sculpted into my creature like veins, tendons, skin folds, muscle definitions and the like. I intend to keep sculpting all the way up to level 7 to get this creature extremely detailed down to pores and skin texture, before I export it back as a low resolution mesh with a displacement map to use in LightWave. Oh well, I just wanted to post this update tonight, and will continue sculpting for a few hours now and will hopefully be able to post the final sculpt tomorrow, so I can start painting my little cute and cosy darling.

Sculpting Music: Lasse Lindh - (Self titled album)

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Destrachan - Something evil has begun

2 Comments // Jul 19, 2007 // Posted in Characters & Creatures, Destrachan

I haven’t blogged anything since I got back from my vacation. Things have just been crazy since I got back, which made my personal projects suffer a bit. I’m gonna get back on track now though.

To get my juices flowing and get back in the groove I started a new project today (again… hehe). Well, this will not be a long project, just me playing around with a new character, or creature really, of mine.

As I’ve been spending quite some time getting up to speed with ZBrush 3 lately, I wanted to make a project from start to finish using ZBrush so I get some reward for all the hours I’ve put into that application so far. I do think all my hours will pay off and that I can get an image through all the steps required in quite a short time. Or so I hope.

I have to admit, back in the 1980’s I was an addicted Role Player. Playing games like Dungeons and Dragons (and the Swedish version Drakar & Demoner), as well as other RPG’s like Mutant, The Lord of the Rings, Star Wars, Kult and Chock. Well, even though I haven’t been into that for almost 20 years now, it’s an enormous well to collect inspiration from. So I dug up my old Advanced Dungeons and Dragons Monster Manual and started hunting for a nice creature to sculpt in 3D. I had a hard time to decide, so many ultra cool creatures in that universe, but finally I went with a destrachan.

A short extract from the destrachan description in the Monster Manual to give you a clue what this creature is all about:

The dungeon-dwelling destrachan looks like some bizarre, non-intelligent beast, but it’s an incredibly evil and crafty sadist. The creature shambles forward on thick, taloned legs. Vaguely reptilian in form, its large, stooped frame ends in a mostly featureless head dominated by large ear structures and a gaping, toothless mouth.

Alright, so I took a good look on the illustration in the Monster Manual and started up Photoshop and sketched out a quick modeling sheet with my Wacom, tried my best to draw an orthographic side view so I would have something to work from when starting to build the polygon mesh. And this concept sketch is what I came up with.

Destrachan - Model sheet

Destrachan - Modeling Sheet

Nothing fancy really, but it fills its purpose for this stage. Anyway, after I had finished this sketch, I started up LightWave 3D, loaded my sketch into the background and started modeling out a base mesh. And after about half an hour I had something I was happy with. Not very detailed, but I got the basic shapes down and the edgeloops located where I wanted them. Here is a wireframe and a render of my base mesh of my destrachan model.

Destrachan - Wires

The wireframe of the Destrachan basemesh

Destrachan - Render

A quick render of the basemesh

As can be seen, this base mesh is very low resolution, but it contains all the details and shapes I need to have a very good and fun mesh to start sculpting from. So time to bring this guy into ZBrush and bring out all the lovely details to make this creature come alive. This base mesh is just around 1400 polygons, which is a good starting point for ZBrush work.

Working Music: Red Hot Chili Peppers - Stadium Arcadium

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Some LightWave 3D modeling tips and tricks

No Comment // Jul 01, 2007 // Posted in Workflow

Aug 17, 2008: I’ve written a more updated version of this post here.

This is a follow up to my post earlier today to share some of my modeling “secrets” to be able to model as fast as possible with LightWave 3D. Perhaps some of you out there will find this or parts of it useful.

I’m doing all my modeling in LightWave 3D 9.2 for my current project even though I was tempted to bring it into Modo for a while. But I’m using a few life savers which prevents me from going crazy which would be the case if I have had to model without them. So let’s start with my best tips for LightWave 3rd party modeling plugins.

  • Weld Pro - Free plugin that works just like LightWave’s own Weld tool with the difference that it supports symmetry.
  • DEdgeSlide - Another free wonderful plugin. LightWave doesn’t have it’s own edge slide tool (yet?), but I use this one all the time. I can’t see myself modeling without being able to slide edges anymore. The difference between sliding and moving an edge or edgeloop is that sliding tries to preserve the shape of the geometry.
  • EasySplit- This one comes with a $50 price tag. And it’s worth every dime of it. It allows you to more or less draw in new topology on your mesh. Just draw in new edges with a single a mouse stroke. I find myself using this over and over when I’m changing topology or adding new edges. To just be able to draw in new topology is a major time saver. And guess what, it supports symmetry.
  • PMirror - Well symmetry does get lost now and then when modeling. And this little free baby corrects it with a single push of a button. Oh, how many times I’ve pressed that button with a smile on my face. Beware though if you’re using Catmull-Clark subdivision surfaces it doesn’t support it fully like it does with Subpatch surfaces, but just tab to polygon mode before running PMirror and you will be a happy camper.
  • Connect - Well, this isn’t a 3rd party tool but it was introduced in the LightWave default toolkit with version 9.2 (or was it in 9.0?). Anyway, I thought I should mention it as I use it all the time now. It’s a great and quick way to add new geometry where you need it by just selecting edges, vertexes or polygons and run connect to create new edges between them. Preferably have it mapped on a hotkey as you’ll use it a great deal when you get used to this tool.

And also another small but oh so lovely tip. Use your extra mouse buttons! I have mapped some tools I use all the time on my spare buttons. I am blessed with having 5 extra mouse buttons on my current mouse. it goes like this:

  • Back button - Drop Current Selection
  • Forward button - Select Loop
  • Mute button - Select Connected
  • Volume up button - Expand Selection
  • Volume down button - Contract Selection

Anyway, I know, strange buttons to have on a mouse, but it’s one of those Logitech Media mice. The MX 610 cordless laser mouse to be precise. But well, as they can be reprogrammed into something useful, it’s a pretty good mouse for 3D modeling.

And while I am into this minor tips and tricks session, another must do for the die hard LightWave modeler. Hokeys are great, but it can be hard to have every tool on a hot key, especially if you run out of keys or don’t feel like overloading your poor brain with 100’s of key combination for every program you are using. So what I do in LightWave is to setup a tab with all tools gathered that I am using in one place. So I have them available to me at all times without having to jump through different tabs or dig down inside menu hierarchies.
So this is my customized tab in Modeler for organic modeling, which I think covers everything I need at the moment for a speedy workflow while modeling. It’s a constant work in progress though as new tools or plugins are released but it’s a quick job to just exchange a tool on those rare occasion something new surfaces.
Quick and dirty Walk through…

LightWave Organic Modeling Customized Tab

Modeling Menu

Add & Reduce

  • Collapse Polys - For those occasions where I quickly just wanna rearrange the flow of a group of quads.
  • Bridge - Connect polygons with new geometry created in between.
  • Cut - Cut a loop or selected order of polygons with the amount of cuts needed. No longer interactive since Lightwave 9, so I seldom use it at the moment.
  • QuickCut1 - Predefined number of cuts. I have 3 rows cutted automatically with this one.
  • QS Dbl Term - 2 rows quick cut with termination to prevent n-gons.
  • BandGlue - Glues together two rows of looping polygons to one band.
  • BandSaw Pro - Cuts a loop of polygon in as many rows as needed.
  • Multishift - Bevel on steroids. Bevels in several steps and polygons can be grouped. And best of all, advanced bevels can be stored, either to disk or to memory. I use store to memory for instance when I have made a nice nail bevel on a character to quickly reuse it on the other 4 fingers.

Edges

  • EasySplit - 3rd party plugin to draw new topology directly on the mesh.
  • DEdgeSlide - Slides Edges on the mesh while preserving the shape.
  • JW_WeldEdges - 3rd party plugin to weld edges together. Supports symmetry. It’s part of the Free JW edge pack.
  • Dissolve - Removes an edge or loop of edges from the mesh.
  • Connect - Connects edges, vertexes or polygons creating new edges between them.
  • Spin Edge - Spins an edge. I like this better than Spin Quads, but Spin Edge seems a bit unstable at the moment in LightWave. It has crashed several times for me so I stick to Spin Quads for the time being and I hope the stability will be fixed in the next service update of LightWave.
  • Add Edges - Adds new edges betwen polygons. It doesn’t support symmetry so since I got EasySplit I have more or less stopped using this one.
  • Edge Bevel - Bevels an edge interactively.
  • FI’s Wrinkle -3rd Party plugin. Free plugin that work like Edge Bevel but adds an extra edge in the middle which can be offset to quickly create a wrinkle in the geometry.
  • Sharpness - Drop down menu which contains Set Sharpness, Decrease Sharpness and Increase Sharpness. To be used on edges when working with Catmull-Clark subdivision surfaces.
  • JW Edge Pack - A free plugin pack containing 13 useful plugins when working with edges. Things like EdgeWalk is pretty handy and all of them are modeling speed boosters.

Vertices

  • Move On Edge - 3rd party plugin. Moves a point along any of it’s connected edges, preserving the shape of the mesh.
  • Weld Pro - 3rd party plugin, works like LightWave Weld tool but preserves symmetry.
  • Weld Pro Config - Some settings for the Weld Pro tool, like symmetry on/off.
  • Weld Average - Welds poins to their average position instead of to the last selected point.
  • Weights - Set weights for Subpatch Subdivision surfaces.

Modify

  • Thicken - Free 3rd Party plugin from DStorm. Allows you to take a single sided mesh and add depth to it. Great for building clothing from an extracted part of a character mesh.
  • Thickener - Free 3rd Party plugin from Blochi. Works like DStorm thicken but is interactive. Interactive LScript was broken for a while in LightWave so that’s why I have both, but now it seems like that will be fixed, and then I’ll stay with Blochi’s.
  • Point Fit - Free 3rd party plugin. Tries the best it can to fit a mesh onto the object in the background layer. Great for getting a roughly modelled piece of clothing to fit a character before getting into details.
  • Smooth Scale - Scales polygons along their normal axis. Would love to have this interactive.
  • Translate Plus - Moves geometry in a controlled fashion. Lot’s of options, but I mostly use the segment translation, where you can select an edge and have your geometry move in that exact direction. Very handy when extending polygons on a mesh that’s not laying perfect on the XYZ axis.
  • Pnt Normal Move - This is the closest I get to smooth scale interactive. It moves vertexes along the normal axis. I use this quite a bit now. With some cleanup afterwards I get the results I am looking for pretty fast.
  • Magnet - Move with a fall off - Great for organic tweaking. Like pushing cheaks or moving an ear and things like that.
  • Vortex -Rotate with an fall off. Nice for making adjustments, like tweaking mouth and eyes when creating morph targets.
  • Pole 2 - Size with a fall off. When you need to resize major parts of a mesh without messing it up to much.

Tools

  • Make Symm - Select a point of each side of the X Axis and this 3rd party plugin makes them symmetrical.
  • Symm Manager - Tries to find and correct all points that are not symmetrical. Can be a bit unpredictable but now and then it does a great job.
  • PMirror - Always fixes the symmetry errors when they appear. It does it the hard way by cutting, mirroring and merging the mesh. I love this tool!
  • Symmetry - Turns symmetry on/off. I have this placed under PMirror as PMirror needs symmetry off to function correctly so I can quickly do the procedure; Symmetry -> PMirror -> Symmetry and from a broken symmetry mesh I am back working on a fixed mesh in a second.
  • Toggle Backdrop - Toggles the backdrop images on/off. When using reference images in the background.
  • Subdivision - The subdivision tools in a drop down menu; G-Toggle Subpatch, Set CC, Set Subpatch, Set Face.

Selection - All these tools are selection related and needs no explantion me thinks?

  • Sel Connect
  • Expand
  • Contract
  • Sel Points
  • Sel Polys
  • Sel Edges
  • Mirror Select
  • Create Part
  • Sketch Color
  • More Selections - A drop down menu containing all other available selection tools in LightWave in one place.

And as this was a organic modeling post I won’t go into other tabs, but I can mention that other than my organic modeling tab I have a few other customized tabs setup for different phases of the creation process. Those other Modeler tabs I have setup are as follows:

  • Texturing
  • Rigging
  • Hair
  • Plugins
  • Visualization
  • LWCad/LWCad Ext.

How those tabs are designed is subject for some other posts in the future when I do work in those phases of my modeling process. And if there is some interest that I share my setups of course.
Anyway, I hope this was a useful post, and feel free to ask me any questions!

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