
Download:
http://www.furaffinity.net/view/12442345/ For the most recent version.
I have been working on this to try to figure out how to handle character customization and animation in Unity. So it is not meant to be this, but it could be quite useful if you want to try out some color schemes for a character.
If you're a 3D creator and would be interested in some kind of collaboration, please, by all means, let me know.
http://www.furaffinity.net/view/12442345/ For the most recent version.
I have been working on this to try to figure out how to handle character customization and animation in Unity. So it is not meant to be this, but it could be quite useful if you want to try out some color schemes for a character.
If you're a 3D creator and would be interested in some kind of collaboration, please, by all means, let me know.
Category Other / All
Species Unspecified / Any
Size 800 x 540px
File Size 321.9 kB
I just uploaded a new version with a save feature, so even if you close the application, you will still be able to access your designs. You can find it right here http://www.furaffinity.net/view/12442345/ .
Looking at some of your renders, which is quite well done I might add, it seems like your models are too high poly for everything to run smoothly. The model that I'm using got about 40,000 polygons, not sure how much higher I can go. Of course, with only one model in the scene, it is not that big of a problem, but it will probably be once there are more things in it.
They appear higher poly in the renders due to the subdivision surface modifier.. The base model before that was created at game level polys of only 8 to 10K .. They were created with polygon modelling by hand, from scratch. If I was going to spend the time to learn something, I was going to do it right.
See http://www.furaffinity.net/view/6637924/ for example. although some areas of the mesh appear more dense because the modifier is active, the original mesh is much much simpler, it's easier to work with simple edge loops When creating the nice smooth curves of body.
It's also easier and quicker to animate when I get to those steps
It's also easier and quicker to animate when I get to those steps
The Subdivision surface modifier is simply a way to take each face and divide it into equal parts, with the option of smoothing the resulting more dense mesh.
I use the low poly mesh like a control mesh for the shape of the curves once subdivided, This relies on the mesh being modeled using quads as much as possible. Less geometry when animating is simpler to deal with, and the higher detail model takes over when its time to render, any pinching or stretching is smoothed out by the subdivision.
http://wiki.blender.org/index.php/D.....ding/Subdivide
I use the low poly mesh like a control mesh for the shape of the curves once subdivided, This relies on the mesh being modeled using quads as much as possible. Less geometry when animating is simpler to deal with, and the higher detail model takes over when its time to render, any pinching or stretching is smoothed out by the subdivision.
http://wiki.blender.org/index.php/D.....ding/Subdivide
So it is like subdividing in ZBrush. I just got to learn how to add topology because right now it divides equally across the model which is not very efficient.
Come to think of it, I wasn't able to watch my animations in full speed when working on them due to the amount of polygons.
Come to think of it, I wasn't able to watch my animations in full speed when working on them due to the amount of polygons.
Thank you, I'm surprised someone else haven't done it before... or at least as far as I know. I don't follow the scene very closely, but I got an idea of how many different designs there are. You wouldn't be able to design all of them, not even close. However, if I include some of the most common components, then people can add their last details when they put the character on paper. I see this as more of a way to quickly try out different designs without any artistic talent or knowledge needed.
What I mainly need is a modeller, but as I am new to this, I could use help with a bit of everything.
What I mainly need is a modeller, but as I am new to this, I could use help with a bit of everything.
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