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FlyingHighUp — Freii Prewarn

Published: 2013-05-09 22:03:13 +0000 UTC; Views: 853; Favourites: 11; Downloads: 0
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Description Hello! I'm back. This time with my first OC: Freii Prewarn!
She's supposed to be a Pilot (as you can tell) so next will be her plane .. or just a plane, idk if I want to make it hers.

It took a bit over a Week to Model, UV, Texture, and Rig her. Not to bad - but I feel I can still be much faster. This is the first model in which I used no Automatic weights - yeah - that's right, I painted every. Single. Vertex. Often more then once too. It is also the first model that I set up a Bone Facial Rig (No Shape keys!)

She is 1719 Poly, and has the largest rig yet - 424 bones. However, things like the Scarf, Hair and jacket are easier to animate.

I Apologize for the Watermark, but this model is rather special to me - after all the work I went through I don't want to take more chances then I have to of someone robbing it.

A freind of mine also reminded me that the only models I've been making thus far are Little Girls - seems odd XD, so the next human model will have to be a male.
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Comments: 16

CuriousBunny11 [2014-03-18 08:28:27 +0000 UTC]

I was kind of curious where/how it is that you used/placed those bones until I read the comments below~
Quuuuite a number of them though~ O w O;;
Doesn't Unity have a physics system that could take care of most of the gravity related animations/second movements? I have never used it nor do I know much about it so I have no clue~ but would think it would?
She looks like a solid character~ Everything seems to be neatly mapped and textured~ The deformations also seem to flow well~ Congrats on the accomplishment~ ^^

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FlyingHighUp In reply to CuriousBunny11 [2014-03-18 22:27:39 +0000 UTC]

Yeah quite a number XDĀ 

Unity's physics system can take care of special animation movements - but at the cost of some performance obv XD

Skinned cloth is fast and has many animation options, catch being it's (legit) quite buggy. (But I'm currently using this ;D)
Physics cloth is slower, and still sometimes fails with collision.
Then you have physics hinges, joints and jazz - which can be used to control bones.

I made this model before I knew these things though XD

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CuriousBunny11 In reply to FlyingHighUp [2014-03-18 23:12:20 +0000 UTC]

I guess it does make sense it would take more resources to do~

It can take quite a while to set up & animate the bone-system for certain things~ like the hair~ yep~ I have been there~ XD
I'm currently testing out my program's cloth simulator~ Hope it ends up working~ if so~ Then I wont have to go back to doing it the longer-ish way~ At least not until I give gaming models a try~ ^^

I'm still far from learning most of the tools I have available that I'm not even aware of~ It's such a relief when you find out of a tool or way to do something much faster and simple than what you used to do~ XD

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ATIOE [2014-03-12 06:16:18 +0000 UTC]

This is really awesome! She's so cute and the model looks great! Love her hair.

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FlyingHighUp In reply to ATIOE [2014-03-12 16:38:02 +0000 UTC]

Hehe thanks! XDĀ 

Hair is alway so hard lol

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GabrielDrawingsxD [2013-11-07 04:29:16 +0000 UTC]

nicee oO

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FlyingHighUp In reply to GabrielDrawingsxD [2013-11-07 05:11:07 +0000 UTC]

Thanks - wait until you see her plane, I'm going to upload a picture in probably a couple of days

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DraconianRain [2013-05-11 02:03:52 +0000 UTC]

awesome model!

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FlyingHighUp In reply to DraconianRain [2013-05-11 04:34:14 +0000 UTC]

Thanks!

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DraconianRain In reply to FlyingHighUp [2013-05-11 05:26:39 +0000 UTC]

You're welcome ^w^

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Farraj [2013-05-10 15:01:07 +0000 UTC]

Looks great. I love it. Would like to see her in action. Preferably not in a plane

424 bones?????????? @@ Omg, why?? I don't think even Pro high poly characters ever need that much.

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FlyingHighUp In reply to Farraj [2013-05-10 21:59:51 +0000 UTC]

I'm also using the Blender Rigify Rig addon. That is where the majority of the bones come from (About 370+), There is a full FK and IK rig with fancy handles and controls + stretching capability. ofc, then you add the Bones I added for the Scarf, Hair, Face etc. and you get to 424

I plan on bringing her into the Unity game engine, so I do also have another basic FK rig using just 86 bones. I decided to give her a Rigify rig after finding Unity had a script for removing excess bones, I have yet to test it with this particular model though.

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Farraj In reply to FlyingHighUp [2013-05-11 05:47:07 +0000 UTC]

I am familiar with Unity, but when it comes to bones and animations, I usually know how to manipulate them only.

Please tell me what happens when you import your model to Unity. Would like to know how well the bone reduction works

Cheers ^^

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FlyingHighUp In reply to Farraj [2013-05-13 02:04:47 +0000 UTC]

After 4 hours of madness, I got her into Unity with a Avatar with IMO flawless results. I had to change the parenting of a lot of the Rigify bones (along with changing bone constraints to go with it), specifically the DEF- bones. Not quite sure why they were set up that way to begin with, but I don't think any of my changes changed the way the rig worked in Blender.

Using Rigify in Blender 2.65 (A older version of Rigify without Stretching Bones) I went from 347 Bones --> 153 Bones. Meaning Unity removed 194. Still about double the basic FK rig, but I guess it'll be much easier to animate.

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Blitz08 [2013-05-10 06:52:21 +0000 UTC]

w-w-w-w-WOAH! that is some poly count you have there! just 1719 but if you look at the model it looks like a HIGH POLY! wow! top notch! coming from Blitz and that texture! wow! just marvelous
a-a-a-and didn't know that we were both working on our own Original Character so i think a watermark is a must since you OWNED this! you deserve something my friend XD really I give 10/10 XD

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FlyingHighUp In reply to Blitz08 [2013-05-10 22:01:34 +0000 UTC]

Thanks so Much!!
Woohoo! 10/10! XD

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