06-reference / design-mood-board / ray-mascot-variants

ray 3d modeling spec

Tue Apr 28 2026 20:00:00 GMT-0400 (Eastern Daylight Time) ·design-spec ·status: active

Ray — 3D modeling specification

Authoritative spec from founder, 2026-04-29, used to drive Blender modeling iterations. Preserve verbatim; iterate against this rather than against earlier ad-hoc descriptions.

Overall silhouette

Small, chubby astronaut/mascot figure. Roughly 1 part head to 1.5 parts body. Squat and toy-like, almost like a vinyl collectible.

Head (helmet sphere)

A perfect sphere, slightly larger than expected — about 45% of total height.

The front has a large circular visor (a flatter sphere or inset disc) that takes up most of the face. The visor should be glossy and slightly recessed into the helmet — geometry-level recess, not just a shader patch.

Antenna

Two parts:

The stem tilts very slightly forward. Not perfectly vertical.

Torso/body (the blob)

Tricky part — not a typical body. Think of it as a melted, rounded blob shape, wider at the bottom than the top. Use a metaball setup OR a subdivided cube sculpted into a pear/droplet form.

The bottom flares outward into soft, drippy lobes rather than legs — almost like a viscous liquid frozen mid-pour.

Reject: ice-cream-scoop, fortune-cookie, cone, sphere. The body is droplet-shape with drippy bottom-flare.

Legs/base lobes

Two rounded foot-like protrusions at the bottom, fused into the body. They look more like drips than feet — no ankles, no separation, just bulbous extensions that grow out of the body’s bottom.

Arms

Stubby, short arms emerging from the upper sides of the body.

The visible (left) arm ends in a simple spherical hand/mitten — no fingers, just a ball. The arms have no elbows; they’re soft tapered tubes.

Each arm + hand is a single tapered-tube-with-ball-end, NOT separate floating teardrops at the side.

Surface details / posing

The character is posed at a three-quarter back/side view (seeing it from behind-left). Plan topology accordingly, OR model symmetrically and pose later.

Texturing

Colorful patches (yellow, pink, red, blue, black) read as a painted surface rather than separate materials.

Bake them into a single color map applied to the whole mesh. Single texture, not multi-material assignment.

Modeling iteration history (Blender via MCP)