2D/3D pro wrestling artist | Founder of Lucha Labs #LuchaLabs #WrestlingArt #ToyDesign

Chiang Mai, Thailand
Joined June 2012
"you can fail at what you don't want, so you might as well take a chance on doing something you love" - Jim Carrey
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Spent today working on a new character, going for the Zangief style 3d chest hair, because why not?
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Can’t wait to finish, pose and render this.
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Still got some tweaking to do, but happy with how he’s coming along, just roughed in some colours in Zbrush for now
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Lucha Lew retweeted
After work sketch - 2hrs Illustration by Yuda Li
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High polys and low polys basically done, UV’s for the body done, currently using standard polypaint for colour in Zbrush. Gonna finish the remaining UV’s today do, do the bakes followed by base textures in Substance Painter. Then I’m gonna try give hand painted style a shot.
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If more people realized how time consuming creating a 3d character was, expectations would be a lot more realistic. Pretty validating seeing posts like this at least.
3D ARTISTS! What's your current timeline for creating a full 3D character? Curious if workflows have gotten faster over the years, or if 2–3 months is still the average?
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Damn curious to see what this is going to look like visually. Gameplay's already looking solid! – at Pa Daet, Thailand
More progress on #HONR. - Turnbuckle moves/strikes /w sitting - Grapple driving (like Def Jam Vendetta) - Springboard moves - Opponent awareness/following - Ground moves/strikes (unconstricted direction/landing) - Turnbuckle falling (% chance to fall to the outside) - Running grapple/strikes - Running the ropes Still need to fix irish whip motion warping, and some tightening up on events per animation but everything you see is dynamic docking & ik (feet on ropes etc); this was a big milestone. #indiedev #ue5
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What learning 3d this last couple of years has taught me, first off, I wish I started a LOT sooner. Secondly you’re always learning new ways to do things, usually to find out much later on that there’s a quicker way to do that exact thing.
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Lucha Lew retweeted
Yeah, it used an AI powered program they wrote, trained on libraries THEY made specifically for it to aid with a very tedious part of animating. It's not generative AI. When will people learn that the problem is generative AI and not AI-powered/assisted tools?
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Timelapse: Exercising different styles of sculpting a Torso Studying anatomy of the muscles forms and understanding how everything connects in different styles. #3DArt #Blender #Anatomy #Sculpting #3DCharacter
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Lucha Lew retweeted
THIS IS GOOD AI - Only used for tedious work - Doesn't affect creative integrity - Uses completely localised data - Not from a data center - Localised programs aren't bad for the environment in the same scale - Data was taken with consent to the artists 0 problems here
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Looking better and better
Please pardon the phone-recorded video, but BBLL V1.5 is now running really well on the Steam Deck! Also, last two clips show an update to the 4P retro cam. That view has me FIREd up - PRObably my favorite way to do tag matches😉Sideload for free later this year! #wrestlinggames
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Loving seeing this progress
More progress on #HONR. - Fully integrated WWise with audio ducking for special scenarios, again you will hear placeholder art - Grapple transitions, with 2 different moves. - Taunts + Wake Up ones - Strike system added, regular strike and strong strike - Ring awareness IK solver / positoning #indiedev #ue5
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Lucha Lew retweeted
WIP Bloodbath Victory Scene I've probably devoted WAY too much time into this, will probably put too much more time into it but it's fun #WWE2K26
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Lucha Lew retweeted
My #1 wish for @maxonzbrush to fix in ZBrush, and no, it's not the UI. It's being able to undo deleting a subtool. Crazy that you still can't.
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It's the less fun part for sure, but you can't shortcut the fundamentals. – at Pa Daet, Thailand
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Lucha Lew retweeted
You ask, you receive. Here is a functional Six Sided Ring in WWF No Mercy. #WWE2K26 #N64
If I could get a TNA rom hack with the 6 sided ring for the n64 I'd die a happy man
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