Posts

Week 28

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I ran into a lot of problems with weight painting as I was having trouble trying to get the arms to bend correctly, but after hours of weight painting them I feel like the problem was with the model which I may have to re-do which I don't have time to do, or I could settle with something that somewhat looks right. Unfortunately I couldn't perfect the arm weight paints, looking back on it I might have an idea that could make it look better, but it still wouldn't be perfect, I feel like I have to re attach the hands if I want to get the weight paint perfect, but like I said I don't have the time, so what I got now works. To speed up I made sure everything else that I haven't touched on the model has been weight painted in some way, so that I can export it to Unity. However this futile, as the model imported without any textures, as well as it didn't have a post processing package that came up with an error message. Luckily I fixed the post processing package error...

Week 27

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Jumping Straight to it, I had to go to preferences in the edit tab and click on the add-ons tab, then I search for the word Rig, out of all the rig add-ons I am looking for the one called ' Rigging: Rigify', once the box is ticked I can close the add-on menu. From there I press Shift + A to bring up the creation menu, I go down to the Armature menu and select the ' human (meta-rig) ' option, this will make the bones needed for my character. I delete the face bones and move all of the other bones where they should be on the mesh. Once every bone is lined up, I can select the body then the Rig and parent them together, by right clicking, go down to the parent menu and then select the auto Weight paint option. This will do most of the work for us, but it isn't perfect, so how we edit the weight paints, is by selecting the rig then selecting the mesh that you want to edit the weight paint of, then just like the edit mode there should be one called Weight paint. To edit ...

Week 26

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As I don't really have that much time left I decided to start rigging the character and trying to get it into VR. I used 2 AM's video to Rig the character, and Sipp's Avatar Box which is a new youtuber I looked at, to get the character in VR Chat.  Like I said 2 AM made this video which goes over the basics of rigging a character, then he shows what cool physics you can do with chains, or with the hair. Unfortunately I don't think I will have time to use hair or cloth physics, however I will at least get them to a position where I could do it, so I might have hair physics but it  depends on how far I get. (45) And the next Video I looked at was Sipp's Avatar Box, which goes over all the options, and stuff you can do when importing your Character into VR, he Also goes over all the software you need to install so that you can actually import it into VR chat. (46) Reference 45 -  Blender: How to rig everything ( ͡° ͜Ê– ͡°) anime styled character (rig hair, chest, clothe...

Week 25

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Straight to it, I edited the top quite a bit, for starters I added a collar to the shirt because I though it looked nice, then I removed the sleeves of the shirt, and lastly I removed some faces from the front of the shirt to make a boob window of sorts, I just thought it made the top look more unique, I also gave it a bit of style as well, because I shaped the boob window in the shape of a heart which I think looks nice. The last thing I did was I had to extrude down from the boob window as I needed those face so that the player could see them in game, otherwise the player would be able to see through the shirt if they looked down in VR. I thought that if the character had a collar, why not giver her some sort of neck ornament, like a tie, or bow tie of some sort. I decided on doing a tie as I though that it would look good. I started by making a box, then shrinking it down to fit the collar, then lastly I extruded down and scaled it up to get a tie shape. I then shaped it to fit the ...

Week 24

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I wanted to make a cloth like belt to add more detail to the bottom part of the character. I started by making a torus and deleting every face except for one ring of faces, I did it like this because it is easier to manipulate one ring of faces then trying to manipulate multiple rings of faces. Once I had a ring of planes, I used the grab tool to make it fit perfectly around the character. Then I used a new modifier called Solidify which basically makes the object 3D, because at this point it is 2D due to we only have one ring of faces. Next I applied the modifier when I was happy with the thickness, then I selected the bottom faces and extruded down. I added a few more edges and scaled them out to make the cloth go around the characters curves and that is pretty much it done. Then I started on making the top for the character, all I did was select what Verts I wanted for the top then Duplicated them with Shift + D and that's pretty all I did for the top this week.

Week 23

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As I am running out of time I went back on the design and decided to make a brawler outfit instead, due to it being more simplistic and easier to make in a shorter amount of time. So looking back on the model I didn't think that the knee high boots fit the brawler style, so I duplicated them (just in case I wanted to use the knee high boots for the model in the future), then I edited the boots, so that they were about half way up the calves.  Next I started on Shorts for the character, by selecting all the verts around the waist, then duplicating them, and detaching them from the rest of the model. Then I scaled the polys, so that it is just bigger then the body. This gives me the base of the Shorts to which I can add detail to it in a bit. Then I extruded the bottom and the top part of the shorts. I did this to make the ends of the shorts more detailed, and make a belt shape for the top of the shorts. I then Added in pockets by selecting some polygons then extruding them outwards,...

Week 22

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I wanted to make the thigh high socks for the character first as I thought it would be the easiest way to start. I started by selecting the Verts on the body where I would like the socks to go. Then I duplicated the faces and separated it from the body. Once separated I edited the socks to be a little bigger than the thigh so there were no clipping issues. To finish off the socks I just extrude to the end of the foot and extrude the verts around the toes. lastly I make sure I connected all the faces so that there are no holes in the sock. I also edited the shape to give the toe out line so it looked more realistic. The reason on why I am making the socks have detailed, is because I was thinking of making it so that the player can remove the shoes, or replace them  Next part of the Outfit that I started to make are the boots. They were really easy to make, I basically duplicated the socks that I made and edited the bottom of it to make it look more like a boot then socks. How I edit...

Week 21

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Okay last time, but I edited the back of the hair again, because I did a little more research by looking at different Characters hair, from games like Genshin Impact or Honkai Star Rail, I also looked at different avatars from VR Chat. But the reason on why I edited the back of the hair was because I thought it looked too messy, and I thought the way it was positioned, it might make the rigging look bad. So I removed some strands of hair, added a few more strands of hair on top to add more detail, and moved the hair around a bit as well as straighten it, so it is easier to rig. I am soo done with the Hair that as soon as I uploaded the image above I thought, huh. I could make it a little better, so I extend the top strands of the hair a bit to make it seem like there is detail in the mid section of the hair. Hopefully I am done now with the hair, but it depends if I find any other parts of it that I feel needs improving. I know I keep fine tuning little parts on my model, but these lit...

Week 20

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Now that the Hair is done it is down to the last part of modelling which will be the cloths. I looked at 2 AM for his tutorial on how he makes cloths for his characters, he looked at games like Genshin Impact, and Honkai Star rail and how they design their characters outfits, and used some of the same methods to create an outfit for his character.  (39) He made the cloths by either selecting some parts of the body and then duplicating it, and separating it to get the cloths, or he made certain parts from scratch like the jacket, or the chains. This video is very helpful as I wouldn't know where to start on making cloths, but this video helps clear things up and simplifies it in a way which makes it easy to understand how to make an outfit.   Although I have a modelling sheet for my character and I have been following some of it and changing other parts, I was thinking that I could change the clothing or the theme of the character to something different, the first Idea was...

Week 19

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To start this Week I went back to the fringe and edited it around a bit to make it look better, I also added a few extra strands of hair to make it look more detailed and on top of the head I made a Cowlick. I start the Back of the Head by making two long strands of hair, and then editing them slightly so that they don't look too similar, as if the all the hair strands on the back of the head look the same it might look wrong and that it has been fabricated instead of naturel. This time I used the Mirror modifier to make the hair symmetrical, I don't finish the hair though, I just add a few more hairs by using the mirror modifier. Whilst I was making the Hair strands I was still keeping in mind to change the flow of the hair and the direction the bottom of the hair was pointing to make it look more natural. I think it is coming along pretty well, however there are still holes in the hair that people can see through, after watching Darcy's video it was easy to cover up these...

Week 18

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Before anything else I quickly went back to the hands as I didn't like the way they were turning out, so I re-watched the Body modelling tips for blender video that 2 AM made and skipped to the part where he showed his model's hand. I kept looking back and forth to find on why his were a bit better, in the end I came to the conclusion that his hand was a lot more slender, and had more detail for instance he added in knuckles as well as Ulna bone bump which made the hands look better. His arms were more slender then my characters arms, so I made them a bit more slender and I thickened the palm a bit as well, as it was a bit flat. However I found that his hands were too big for my liking, the fingers were also too long, so I didn't follow his design exactly because there are some parts of 2 AM's model that I didn't like the look of, I thought some parts looked off on his model, so that's where I went my own direction and made them look the way I wanted to. I forgo...