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chambersu
chambersu

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High-poly Misaka Mikoto, Baked Shadow Group, Lee Ju-Eun Test, Model Detail Guide Outline

If you have any questions or would like to discuss anything further, please don't hesitate to:

I'll respond as quickly as possible.

Thank you for your understanding and continued support!

The reason I prefer fan art (for both ACG and idol) for testing is that we can easily figure out whether the workflow is workable or not.
If the workflow can produce similar results to their prototypes, I will be able to build character models based on their designs in a similar way in most cases.
(But I am afraid of potential damage to real people, so I am not sure how to post some of the projects based on real people in the future. )

Here are the updated assets for this month,
High-poly Misaka Mikoto
Bilibili_v02_t02_Packed.blend

low-poly Shadow Group for game engine baked from the high-poly version

Packed Blender project file(~840mb) https://1drv.ms/u/s!Am0lZ75OjQ1msIRdO_WSYgQaQaVK8Q?e=GybjUt
FBX and PNG (~360mb)
https://1drv.ms/u/s!Am0lZ75OjQ1msIRcqMNw7xtSXruJEg?e=babaka
Updated/Fixed Head Normal Maps
https://1drv.ms/u/s!Am0lZ75OjQ1msJNWsCz_iF8De_axKg?e=QTgUY4

high-poly shadowmancer group Packed Blender project file(~1.2GB) https://1drv.ms/u/s!Am0lZ75OjQ1mr_UQlHDgbQ2bQwq30Q?e=Sf91y9

Lee Ju-Eun Test for rebuilding a real person (based on Batch 0 Vmod Elara)
and creating anime shaded characters with a reasonable 3d structure
As the test goes further, I may detail how I model it,
But the full project may not be suitable to post directly in public,
Here is the project file without the sensitive face base color maps/textures.
L33Ju3un_v01_t05_Packed_NoSen.blend
Unpack the turn design image and drag it to ComfyUI to read the workflow (similar to the old workflow but using updated LoRAs, which were trained by picked photos on Instagram as usual)
At first, I tried to test based on K-pop idols and influencers on Instagram,
But Ju-Eun is called AI Godness, as an AI-powered artist myself, which really brings my attention to her.
And then I found that cheerleaders may be easier to collect more suitable materials to test.
I will paint more pencil sketches of head turn design to train a style LoRA in the future, for my goal of anime shaded characters with a reasonable 3d structure.
(While for realism rendering, scanning is still the better way IMO, but high budget/hardware requirement and real prototypes like suitable models/props are hard to get.)

Model Detail Guide Outline

After the Turn Design Guide,
March Update and Character Design workflow Detail Explanation | Patreon
("About the character design" part)
And Model Sketch Guide,
Model Sketch Guide, Faces/Anatomy/Maps Workflow, and Male Royal Guard Suit, Sci-fi Girl with her Bodysuit and Armor Character Asset | Patreon
which also mentioned
"Try mesh alignment and texture projection on Blender to get a high-poly detailed version," referring to
Character design tools/workflows/models update | Patreon
("Turn Design and Texture Projection" part)

We should create high-poly, shaded, and detailed models from designs and model sketches...
There are some ways I used for different requirements.

The first one is sculpting after subdivision. I'm not very good at it, but there are many tutorials available on YouTube.

The second one is vertex editing, also using some useful modifiers.
I want to mention some key points here.
I will explain them by using the posted assets as examples in a few days...
Base Mesh,
Merge, Extrude, fill, bridge, Dissolve,
Loop Tool, Proportional Editing,
Snap by projecting onto faces,
Shape Keys & Corrective Smooth & Smooth,
Solidify & Bevel,
Proxy & Subdivision & Displacement...

The third one is the camera-based design projection as textures.
and also the procedural shader/geometry nodes setting.

I should record how to create a game character from zero after finishing the guides.
(design, modeling, baking, rigging, and animating)
(Mostly 20-40 work hours for a full-feature character)

After the raw record, I should separate them into 10-minute short videos and explain the key points in the meantime, and I will try different styles/objects to cover most assets used for game development.

I plan to write down the full Model Detail Guide tonight,
But suddenly at midnight now,
I should sleep first and will fill in the content in a few days~

If you have any questions or would like to discuss anything further, please don't hesitate to:

I'll respond as quickly as possible.

Thank you for your understanding and continued support!

High-poly Misaka Mikoto, Baked Shadow Group, Lee Ju-Eun Test, Model Detail Guide Outline High-poly Misaka Mikoto, Baked Shadow Group, Lee Ju-Eun Test, Model Detail Guide Outline High-poly Misaka Mikoto, Baked Shadow Group, Lee Ju-Eun Test, Model Detail Guide Outline

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