![]() ![]() At some point I am going to play around with Texture Paint, but I'm not going to be able to do that on the provided texture. Playing around with the Details texture, again in MS5, applying makeup and a light scattering of freckles. Lucky for me, Manga Studio 5 has a wonderful Mesh Transform tool that allowed me to distort the image I ripped from the internet along the meshes UVs.Īnother shirt texture made in Manga Studio 5 using india ink and spray paint brushes. Knowledge of Metallica does not exist in the Mercator Universe, so Josi does not actually have this t-shirt, but I used to have that t-shirt, so I thought it would be fun to recreate. Then I made a t-shirt, and had to rock it out. The top began as a filled circle around the neck, and most of its faces were deleted. Lofting, looping, smoothing, and modifiers. Making clothes? Again I'm not using any duplicated and separated meshes from the figure, it's all mirrored cylinder halves, full cylinders, proportional scaling and grabbing, pulling verts, and extending edges. Making her coat is going to be a bastard. It's the far future so I want to try different things with clothing that we aren't going to be able to do today. I think for the final scene, it would be best to apply the pose and the shapekeys and try to sculpt folds. Of course, everything is nice and smooth while I want wrinkles. I don't know how he makes it work, but he used shapekeys, which is good, because sometimes surfaces show through other surfaces and I need to pull a vertices or a face to fix it. You reset the figure, make your clothes, calibrate the proxies, load the figure, pose, and fit proxies. So that is Boot v 01.0.0 with slick soles and a futuristic sealing system. One way of saying it is that all the proxies have to be zeroed to the zeroed figure. This means you have to make footwear with the feet flat, so adding heals is a bit of a hassle. So you adjust the figure's body to what you want, save that with the tools in the addon, then reset the figure to make clothes. The addon requires that the figure be reset to default to calibrate the proxies-the clothes and whatever else. I did not use the foot as the basis, but build straight up from a plane. I randomized a curve of vertices to create a wrinkle, but to get the realistic wrinkles and folds I want, I'm going to have to start using the Sculpt mode, and that is a challenge for later. It rains more on Mercator than it does Seattle, so some form of wet weather foot wear is the norm. (And sometimes using Blender's Color Management to mimic film). To give it a boost in realism, I've gone to lightbulb websites and gotten the color temperature and wattage to mimic real bulbs. I've learned to use color temperature (blackbody node for color) and have always used quadratic drop off for strength. The second is two point lamps, and the third is an area lamp mimicking a florescent bulb. The first image in this set uses those lamps, plus an area lamp I added to flood the area with soft light from the front. The addon will create four lamps if you choose the option. I made a quick table because a prop makes the scene look better. No bonus that.įound this pose after a model pose search on the internet. And you can bend and twist the body into painful and fatal distortions. ![]() ![]() Sadly there is no reverse IK so each bone has to be moved individually. The addon comes with a number of poses, but this is one I made myself, and poses can be saved and loaded from the addon without having to deal with Blender's Pose Library. This is the second version of the character as I upgraded from 1.3 to 1.4. I'll start out with Josi, whose desire for quick cash to leave Mercator puts her in the hands of nefarious persons. These characters are for my original short stories in the so-called Mercator Universe. So the addon does require a little bit of skill, and I learned all my skills watching the many, many Blender tuts out there on the web. You have to make the clothes, which I'm starting to get the hang of. However, it only makes the body, sans genitals. He does provide a "details" texture you can edit outside of Blender to add makeup, change the eyebrows, add freckles, moles, tattoos, etc, which is great because you don't have to mess around with the skin textures. It also has tools to edit the skin textures within the addon, so that you don't have to create or edit them inside other software. It's a lot better than MakeHuman (or since the last time I used it) and allows much diversity across body types and shapes, and distinctive faces, so all your characters don't look like they are all related. Can't sing enough praises for Manuel Bastioni's excellent work on a Blender addon that lets you build characters from a number of presets right in Blender.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |