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Showing posts from May, 2024

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 ( ͡° ͜ʖ ͡°) 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,...