Whip out your WIPs

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    What seems to be working is making the body covering a conforming outfit and then the rest of the unit its own mesh, then setting a smoothing modifier on the body covering to interact with the unit's mesh instead of the Genesis mesh.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Hmmmm.... turning out more difficult than I anticipated. I can either get full poseability or nice mesh blending with the unit mesh but not both.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Well my little Carbonite scheme didn't work so I've decided to go with Vacuumite instead, the low cost alternative to Carbonite. Once I get the stasis field generator hooked up to it and the life support systems I predict Vacuumite will become the bit hit with bounty hunters everywhere. Remember! Vacuumite for when the client won't except disintegrations. Available in a wide variety of colours.

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  • ChangelingChickChangelingChick Posts: 3,361
    edited December 1969

    Well my little Carbonite scheme didn't work so I've decided to go with Vacuumite instead, the low cost alternative to Carbonite. Once I get the stasis field generator hooked up to it and the life support systems I predict Vacuumite will become the bit hit with bounty hunters everywhere. Remember! Vacuumite for when the client won't except disintegrations. Available in a wide variety of colours.

    ROFL

    Very nice :D

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Now it's starting to really take shape.

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  • kyoto kidkyoto kid Posts: 41,859
    edited June 2014

    ...looking good.

    Post edited by kyoto kid on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Emboldened by the success of my Chibi figure, I've decided to embark on a more ambitious figure design. This is the first full figure I've sculpted in 3D Coat (with thanks to the MakeHuman mesh as my base figure).

    I've got a perfectly symmetrical base mesh to work from now. All that is left is to do the rigging (ie, the least fun part of anything). I think I've got a workable flow going between 3D Coat's autotopo and Hexagon. Used the autopo to do the bulk of the work and then optimized the mesh in Hexagon. Ironically I bought 3D Coat because I felt I was reaching the limitations of what I could do with Sculptris, but I needed to Sculprtis to build a perfectly symmetrical retopoed mesh. I'm doing my best to avoid going back to Sculptris for sculpting but it's hard because Sculptris has such an easy interface. Must... learn.... 3D Coat... way....

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  • KaribouKaribou Posts: 1,325
    edited December 1969

    Sheesh, you are all a talented bunch. KK -- LOVE the progress on Merida! (My daughter loves her!) And I can't model my way out of a paper bag, so I'm in awe of all the other stuff you're all posting.

    Now that Reality Paint has a V4-G2F texture converter tool, I've started working on a free G2F character with completely custom morphs. She's going to be elfish and slender, but also tall. I own one (and I think only one!) V4 merchant resource that specifically states that you are allowed to modify it and release freebies with it. I've also been working on making my own V4 resource using photo references, but it's been slow going. I'll post a picture of my morph progress (in Mudbox) when I'm home and in front of my main PC.

  • kyoto kidkyoto kid Posts: 41,859
    edited July 2014

    ...thank you. For me it's just a case of extreme morphing and scaling adjustments.

    I'm in the same boat concerning modelling. Need a good stable 64 bit app but they are all too expensive (don't like fighting with instability or a poorly set up UI).


    Here's are latest. For some reason the Toon shader kind of makes her look less like the character than the one using SSS and the Teen Julie skin map.

    #1 Merida with Toon SSS Shaders (had to rdo the eyebrows but they don't move with the face properly alo the eyelashes seem to not match up with the bottom eyelid.

    #2 Merdia with Teen Julie/base SSS shader (posed)

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    Post edited by kyoto kid on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Wow, looking really good KK.

  • kyoto kidkyoto kid Posts: 41,859
    edited July 2014

    ...thank you. Again I think I have the character down as best as possible without suclpting/modelling her from the ground up or trying to script custom morphs (something I have no idea of how to do).

    The next phase is going to be a toughie, designing her wild mop of hair with Garibaldi Express. That will actually seem easier than trying to design the dress as I still have not yet found a modelling application that doesn't crash on me. I guess I could dust off MD 2.6 and give it a try there.

    Post edited by kyoto kid on
  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2014

    I got the rigging done today!!! Woohoo!!! The most tedious part is finished.

    Now just to create some extra pose controls and facial expression morphs and my wee imp will be ready to share with the world.

    It's funny because there are some part of the new MakeHuman mesh that I really like, but other parts that I think were better in the discontinued Alpha 7 mesh. So when I built the base mesh to do my sculpt from I stitched the parts together that I liked from the two different meshes. It's like a Frankenstein's Monster.... so it's kind of two monsters in 1.

    When I created my Chibi figure I made a Chibi because they don't have fingers and for my first mesh I wanted to keep it as simple as possible. Now having done a figure with fingers (extra long fingers at that) i can say that doing hands are a breeze when it comes to rigging compared to doing the torso and in particular the hips, especially the hips on such a bottom heavy figure as this one. That took me the longest amount of time.

    Also don't make your skeleton when you're tired. Doing my various adjustments I accidentally knocked the spine a few points off the X axis and that caused all manner of headaches with the symmetry. Also had to track down a lot of misnamed bones when limbs would not respond to the Genesis poses and aniblocks.

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    Post edited by ghastlycomic on
  • kyoto kidkyoto kid Posts: 41,859
    edited December 1969

    ...really cute (in a devilish way).

    You are way ahead of me, I'm still at the morphing/DFormng stage and have yet to create my own morphs let alone a whole character with rigging.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    If everything goes well the rigging isn't that difficult, just tedious. If everything doesn't go well it's beyond frustrating. Having layed down a couple of the spine bones out of alignment caused all sorts of headaches. I couldn't paint symmetry and when I tried to apply symmetry to the figure's weight maps weird things would happen like toes 2 and 3 would apply to toes 4 and 5 on the opposite side of the figure.

    I can barely see the grey text in the joint editor so I didn't notice that some of the bones were out of whack. I had assumed symmetry in the weightmaps was based on the geometry but it's based on the bones.

    Then there was stupid things like naming the bone abdomin2 but giving it the label Abdomen 2 so it looks like it was fine until I went in and checked with rename node. Definitely don't recommend doing rigging when you're tired. :lol:

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Love your little impish gal there Ghastly!

    I'm having more issues with rigging. When I created my little guy for Genesis 01 I got the rigging done correctly somehow. Now that I have it reworked for the Genesis 02 Male the rigging is all messed up when I pose the little critter....


    See image below. Any help figuring this out??

    Gracias

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  • kyoto kidkyoto kid Posts: 41,859
    edited July 2014

    ...ah, migrating the Fuzzy to G2M.

    Post edited by kyoto kid on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    RAMWolff said:
    Love your little impish gal there Ghastly!

    I'm having more issues with rigging. When I created my little guy for Genesis 01 I got the rigging done correctly somehow. Now that I have it reworked for the Genesis 02 Male the rigging is all messed up when I pose the little critter....


    See image below. Any help figuring this out??

    Gracias

    Have you tried lowering the start point on the bone for the foot and bringing in the start point on the forearm joint? It might be something that needs to be fixed with a JCM

    Getting the rigging of morphs to work is even harder I think than just rerigging a figure from scratch because you can't change the weight maps of the genesis figure. It would be nice if you could have alternate weightmaps the way you can have alternate UV maps. Then you'd never need to bother with JCMs

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Yup. I was busy playing around with the weight mapping and then I remembered that's a no no on Genesis. I really hope that DAZ makes some allowances for that in a future update or in the next generation.

    Can you make me a little tutorial on how to change the starting points? Your talking about the red arrow widget?

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Kyoto Kid said:
    ...ah, migrating the Fuzzy to G2M.

    Yea, I might even get around to finishing it one of these days with a fur preset from LAMH! lol

  • kyoto kidkyoto kid Posts: 41,859
    edited December 1969

    ...hopefully the preset will work with the LAMH Player. Don't have the full plugin and not about to try and create full body fur with Garibaldi.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Yea, the player is free so when I get the preset made it should work just fine in the player.

  • kyoto kidkyoto kid Posts: 41,859
    edited December 1969

    ...excellent, thank you. That is one thing LAMH has over Garibaldi Express, the ability to cover an entire figure in fur/hair. It can be done in Garibaldi but would be unbelievably time consuming.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    RAMWolff said:
    Yup. I was busy playing around with the weight mapping and then I remembered that's a no no on Genesis. I really hope that DAZ makes some allowances for that in a future update or in the next generation.

    Can you make me a little tutorial on how to change the starting points? Your talking about the red arrow widget?

    The green one is the start of the bone. Usually I start manipulating it from the top view, then the front view and then the side view then I start scrolling around it in 3D to make sure it looks right.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Hmmm, OK.... I'll have to give that a try. I can't see myself re-rigging the entire figure and then transferring the Genesis 2 weight maps on to it. That's overboard.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Noticing that the red one which should be lined up with the hips was still way above the figure when I brought Fuzzy to the full 100%. I would think that this center SHOULD have been aligned with the center as the figure shrinks.

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  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Yeah sometimes when you do the "adjust rigging to shape" you don't get a 100% accurate adjustment of the rigging and have to tweak it manually.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    So would you suggest, before I save it out, that I just grab the red one and pull it down to the hip region?

    Manually is fine but in my experience if you tweak a structure that's already been tweaked one time you need to start over as the rigging goes to hell. I was hoping this would be improved upon but happened to me this AM when I tried to fix the rigging and then saved it back out. Started a new instance of G2M and low and behold the rig looked like a cat got ahold of it. Luckily I saved out the smaller fuzzy in obj format so it was easy enough to just remove the older corrupted morph file, bring in a new instance of G2M and just reimport it and tried setting it up again. No go as you can see.

  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    tried it, didn't work! :-(

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Oh man! Creating pose controls is sooooOOOoooo much easier now that the right mouse button in edit mode lets you create new properties and do ERC Freezes.

    Sorry your evening isn't turning out as successful RAMWolf.

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  • RAMWolffRAMWolff Posts: 10,343
    edited December 1969

    Your little darlin is looking so damned cut though!

    It's no big deal. Yea, I figured the only way to fix this is to either mess with the joints manually or create a bunch of joint JCM's that kick in when I am moving the various joints around. Pain in the but but it looks like that's the only way the furry diminutive cutey is going to be a success!

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