I'm excited to share that my class “3D VTuber Creation; and Learning Techniques from Science to Art,” is now up for pre-order on Coloso (
@colosoglobal
)! The first 20 to use my code EARLY0822 will get a $30 coupon (3 days only).
Link:
#coloso
#vtuber
cooking something soon ~ and
heres what the merged weight looks like
finally have code to auto merge helper bones to main bones ~ its jank though
might need to disable bendy bones for the spine for the anim rig
*releasing it later-later but just as a .py for people to
client suddenly canceled right before the start so made me a bit down and I just turned the brain off a bit and practiced this
so the slot is open for the literally right now
so likes and rts ^^ I say thanks
couldn't hold myself back from sharing ~! please perceive closely ~ although we could've done this more tastefully
all shading done by procedural(?-ish-I-guess) shader from mesh
#3DCG
thank you so much guys this is too much love ~~ 😵💫😵💫 ~~ waaa ! ~~
for those interested Im still learning the spells as well and just post as I learn <33
also -- only seiso here though 👁️🫵
! floof warning !
it was fun trying to maintaining the artstyle consistent for the parts that are occluded in the reference and coming up with how to distribute the strand layers ~~
made transparency setup so only one color texture and all masks
made geometry nodes to make to auto separate from texture mask
made script to separate specific shapekeys to be labeled properly per specific object
while all complying to previous workflow
all for some eye jiggle
varying outlines based on area and some intersections
but when you apply to one you need to apply to all so made a geometry node set-up for varying outlines with some logic
eyes for yana ~! yes the heart on the cheek is made the same way
I forgot I never go to post this ~! maybe I should repost the older one too
#yanabellsexe
Eye drawing tutorial . . . I swear it works if you draw normally too . . . (◎_◎;)
finally using library overrides thanks to
#Bbbn192
and others showing that you can get access to the view layer with the attribute node in shaders ~~!
#b3d
#Vtuber
and if youre feeling extra cool you can use vertex displace
**notice that the mesh is still flat but when its rendered it has shape
although does anyone know if vertex displace works with poiyomi with the layering, alphas, and all 'might' be concerning(?) havent tested it
made transparency setup so only one color texture and all masks
made geometry nodes to make to auto separate from texture mask
made script to separate specific shapekeys to be labeled properly per specific object
while all complying to previous workflow
all for some eye jiggle
was posting about work process then
stars aligned ~!
thankful to everyone that aligned them so <3
. . . soon another one with a completely different style
the new hair is so good really exited to share it
been so entranced by it while working
but WIP is still top sneaky so using previous mesh with the new shader
maybe one day our oshi would grant us a 3D concert
went with a more torino style ish texture
felt like I would be spamming the tags if I post individual photos for the progress... but maybe limit test just do it?
#エナーアート
#Palouette
#ENVtuber
#b3d
#3DCG
to make ARkit expressions I use the metarig and a custom script for pose library to shapekey
took a bit of set-up but has the advantage of making secondary and subtle movements, consistent, and transferrable (with some adjustments)
Work for
#OokamiHikari
~! Really grateful towards them with their time, patience, and feedback to make the best model that we can <33 they helped me improve in so many ways <3
Showcase A - ... physics👀(magica-cloth 🙏🙏(v1))
Been asked how i achieved The Squish™ so i put together this fully professional how-to that's totally beginner friendly with extensive weight painting techniques and definitely not to make fun of myself and my dislike for making tutorials.
Varying outlines for 3d vtuber model use takes some setup ~ but very worth
to get it as a texture mask for unity use you can do -
weights > geonodes > convert to col attribute > pass to shader > then bake to unity
Now this is the real meat of the this method is that actually you can just use it to the additional layers and if not applicable you can trust that you can iterate quickly
the script is for hiding locked groups and using the auto-weight paint
(showing the 'process' of weight
Method revolves around "Structure" and placing the helper bones to make this -- regardless of your topology
and the idea is you to be more focused on your the things that matter and forces you to make decisions while being flexible enough so you can still fix mistakes and not
"But that's more than three bones !!!" Yes it is ~! and Effectively its not (you merge them all to their parents when you're done or don't 🤨)
TLDR; We're basically taking advantage of the Auto-Weight function and using "helper" bones, and then we take the helper bones to the
*first time touching animation*
"that pose only took like 30 mins... maybe I should try animating it" -> lost the weekend 🤡
and its not even polish done
spent the rest day practicing on this
and its probably not even a quarter done
but hey the ideas/setups are there just more layers and detail needed
separate materials for sclera
#wip
Now why such a set-up ?
The Problem Requirements
- Robust, and Consistent way of weight painting (reversible, to an extent)
- Easily Iterable
- Doesn't rely on Topology (because needed for Clothes)
- Applicable to Clothing (because Clothes are hot, to be in (eye))
- Handles
To be honest this was quite nerve racking to make for me because I have a very very high respect to great educators in whatever field they're in, and having been fortunate enough to encounter a few of them
its also the reason why I find it quite hard to make tutorials and don't
Pros :
- Doesn't rely on topology
- Still highly benefits from good topology
- Only uses Auto-Weights in default Blender
- Relies on Structure
- Bone to Skin
- Contact Points
- Transitions
- Is completely isolated from the model
- Focuses you to Ideas you should be looking at
-
The form is open and selection would be at the beginning of June ~!
due to some stuff, it would only be 1 slot or at the very most 2
Thank you for your consideration <33 !
✨*FINALLY* launching our 3D VTubing app, Warudo!
🎮Feature-packed and super customizable
🙌Webcam / iPhone face & hand tracking
🎥Twitch & YouTube integration
💖Fun viewer interactions
⏩
Unleash your
#VTuber
potential with
#Warudo
today!🤩
#VRM
#3D
By all means its not perfect and most likely not even a new idea
and I'm sure this method can be improved more by the community
I'm still exploring myself so its not really a final solution (by all means give concerns and solutions), and who knows maybe at the end of it all
any kindred, totally normal, spirits also work like this?
or ... maybe I need a second monitor
also sneaky wip
also dont read things in the image its just an inefficient workflow 🫠
#wip
#Vtubers
#3DCG
cooking something soon ~ and
heres what the merged weight looks like
finally have code to auto merge helper bones to main bones ~ its jank though
might need to disable bendy bones for the spine for the anim rig
*releasing it later-later but just as a .py for people to
"You are where your mind is"
(*time to like art, mute drama, and chew bubblegum 👁️)
-
be prepared to look and pay attention what affects what you think about
-
this includes what youre thinking about in every "now" that happens; things that spark inspiration or distractions
-
Just a head up! Some (2-3) slots for 3D model will be open and link for the form is on the profile ^^
Application review will be around at the end of October
the goal with this new base mesh was to maximize the shapes with the least 'points of adjustments' (vertices pre-subdivide)
and kind of have it stretch properly when smoothened in sculp mode/relaxed
also have it form the silhouette by itself properly when adjusting the points