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Working on a new outfit.
Meh. Why not?
Leotard for Ayana Doll.
Lookin' good!
Did a little more work today. Just gotta do the panties now.
New outfit in the works.
This one is turning out to be a really fun outfit to make. Rigging spaulders is actually pretty easy. Just give them their own bone parented to the collar. Then they don't wrap arond when the arm moves down and they can be adjusted independantly from the arms and shoulders if need be.
Should work for armor, too...
Worrks for armour as long as it's not in the torso. That's always a bugger to make rigid because there are so many weightmaps that overlap and parenting things to the abdomen and chest bones means the bones always move at 100% of the parent's rotation even if the associated mesh doesn't.
And in other news. Working on an outfit for the male morph for my chibi figure.
Now with pants. I personally don't like wearing them but apparently "society" gets all bent out of shape if you don't.
Coming along.
Taking a break from making clothing. Making an Imp body morph for the Lolo Hai chibi figure.
Something for Terai Yuki 2:
Got bored and decided to make an amphibian man. Don't know if I'll finish him but it was a fun diversion.
Seeing the work you guys do is keeping me inspired! I only started to learn modelling this week, and I'm dying to create content, but... Oh my God - when you're first learning, it's one step forward and twenty steps back. Maybe I'm throwing myself into the deep-end by trying to create clothing before I even know how to model... I felt like quitting but saw this thread and feel my spirits perked up again. Well done guys!!
Do not quit; yes, it seems impossible early on, but once everything clicks (and it will sooner than you think), you'll wonder why you felt you couldn't do it.
Woohoo! You go!
The most important thing is to give yourself permission to suck. Don't be afraid to make mistakes and keep at it. My first models were absolutely horrible, but I kept at it and kept learning something new with each model I made. I still do too, everytime I make something I learn a new trick.
It's also very helpful to disassemble other models and look at how the geometry is put together you can learn a lot by studying other people's work.
You don't know how lovely that is to know, especially because it's someone of your talent. I made the mistake of thinking that you were just naturally so intensely amazing at creating clothes, but knowing that you've been where I've been... And created some models where you've wanted to douse them in oil and strike a match to them... It gives me hope! I'll be keeping my eye on this thread, please keep uploading your WIP's!!!! They're such a source of inspiration to a newbie like myself!!!
Yay!!! I can join the thread now instead of being a starry eyed admirer, lol! In the spirit of halloween, and because I'm brand spanking new, I thought I'd try something simple. =D
Working on the materials for the Imp morph for the Lolo Hai figure. Got different ones to move the texture mapped eyes around.
I think I know who that's based off! You've managed to capture the spirit of the character perfectly without ripping it off - and that's awesome. It really does look like such a fun little figure - if you release it as a freebie, I really do intend on pouncing on it! <3
The Lolo Hai chibi figure is available here.
https://www.sharecg.com/v/84173/view/21/DAZ-Studio/Chibi-Figure-Lolo-Hai
There's lots of other freebees for it on my ShareCG page.
https://www.sharecg.com/pf/full_uploads.php?pf_user_name=ghastly
So... After advice from Ghastly about my other WIP dress having too many wasted poly's, I decided from now on I'd re-do my projects starting in Hexagon. And that included the pumpkin-carrier-thingy I originally did in Zbrush. Modelling in Hexagon was incredibly relaxing; but let me tell you, learning how to do UV's has sapped me of my will to even put a face on this, like I originally planned!!!
It's still a WIP because I am going to go back to it and fix all the things you see wrong; but I think I'll give myself a break. I'm taking refuge in the fact that I can see myself improving and grasping things that I never could before. Each day that I obsess about learning how to model, I learn and learn. :)
A little something I've been working on :)
I burst out laughing at seeing my crappy little prop above your outstandingly realistic rooms... Absolutely -jawdropping- realism!!!!!!!!!! You're a master at this!
Looks kinda like the place my uncle had in Nepean when I was a kid. Lookin' good!
Hard surface modelling is always much easier with a vertex modeller than it is with a sculpting program. I mean you can hard surface in a sculpting program but you're just setting yourself up for a world of woe when it comes time to retopo.
Here's a quick "how to" for how I'd model the pumpkin part of that model.
........ You have me silently stunned. I've been sitting here staring at that with my brow raised for too long. You've done it WAY easier and cleaner than me - and got a better result in the process!!!!!!
That's magnificant. I appreciate the fact you've taken time out your day to do that immensely, and I'm excited about the little tricks I've learned from your diagram!!! I can't convey how impressed I am. What I love about starting to model is that... I now appreciate the professionalism of the models I see - and that extends to this one. I can't get over how smartly you did that!!!!!!!
While I have you, I'm going to be a completely pain in the backside and ask how you deal with UV seams when texturing. How do you make the texture... blend at those places, if you know what I mean? I know you should put the UV seams in a place they won't be seen, but dealing with an object like a pumpkin... They're going to be seen anywhere, right? XD
UV seams are always going to be a problem so try to put them somewhere they won't show, or on cloathing put them where the seams would be if the clothing was stitched together from separate pieces of cloth.
For the pumpkin I'd just put the seam at the back in one of the grooves. For creating the texture maps I use 3D coat to paint the rough texture directly on the model itself and then I use Sketchbook on my android tablet to paint in the fine details. The midna texture maps were made by painting the body markings directly on the model in 3D Coat and then the face details were paintedin Sketchbook on the diffuse map exported from 3D Coat.
For some models, like hair models I like to bake the texture on it in 3D coat with normals. Take the normal map and split the RGB channels in Photoshop. Take the red channel and overlay it on top of the baked texture and then use that as a guide to hand paint the textures in Sketchbook.
Just as well pay-day's a coming! Think I'll be investing in a tablet and 3D coat - that sounds a million times better than trying to paint the texture onto the UV map itself in photoshop. My painting skills are non existant, but I suppose that's always something to improve on. =D Thank you for your help!!! You have a great work flow that I'd love to try follow!
Pumpkin 2.0
Courtesy of Ghastly; s/he taught me how to create the pumpkin, and then went onto introduce me to 3DCoat, which I am in LOVE with for texturing.
I think I'll consider this my first proper 3D model. It doesn't even have the handles or the face I wanted to paint, but I'm very proud of it. Thank you, Ghastly!!!!