SFMLab will soon be migrated to a new codebase. In preparation for this, we have temporarily disabled some site functionality, namely the features listed below. This is necessary to ensure the move will not lead to accidental data-loss. You should still be able to download existing files available on the site.(although the EU server will suffer from reduced availability)
SFMLab will stay in read-only mode until the end of February, when the migrations are set to conclude.
This file contains adult content! By downloading this file you agree that you are at least 18 years of age and wish to see such material.
This file is marked as furry/anthro content. By downloading this file you agree that you are ok with viewing such material.
This project is based on a heavily modified version of Petruz's "Cobra Girl" model. I tried my best to re-sculpt the head and hood to fit Qhala's reference art, and took a shot at optimizing and expanding the catalog of flexes that came with the original model. Comes in dry/shiny variants, glow intensity is controlled by switching skins, and there are a few alternate eye textures in the bodygroups. Rig and defaultanimationgroups.txt included as well. Works with most of Petruz's clothing options (I recommend looking in the lizard pack and cobra girl release), though you may need to play with the flexes a bit to make them fit.
Petruz's model catalog can be found here:
The rigging on the hood is a little bit tricky to work with, but I tried my best to set it up so you can pull the hood over her shoulder like you see in some of her artwork. If you're working with a pose that has her neck bent backwards, there are some corrective flexes to help fix the hood. It's an odd setup, but it's the best I could manage given SFM's restrictive bone limits and my limited knowledge of Blender right now.
Extra special thanks to Petruz for the Cobra Girl base model, and to RatherDevious on FA for the lovely OC.
Shoutouts to Red_Eye for helping me learn how to decompile/port, and to Warfaremachine for all of the tips and assistance while I was learning how to sculpt and rig in Blender.
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