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#anthro #mlp #mylittlepony #sfm #anthropony #mylittleponyfriendshipismagic #sourcefilmmaker #sfmponies
Published: 2015-06-09 13:39:51 +0000 UTC; Views: 6586; Favourites: 32; Downloads: 70
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Hopefully, this beauty will allow us to escape the days of the dreadedΒ scale transformΒ and the severely overused material overrides...But seriously, after I compiled this, and saw that what I did actually worked, I was so excited that I brought it here before I could even try to texture it.
All posing seems to function fine, except for the neck bone, which freaks out with the new head. Otherwise, coming from someone like me with no modeling experience whatsoever, It actually turned out okay.
Next comes texturing, fixing the bones (if I can even find out how to), and then finally figuring how the heck I'm gonna put a mane, tail, and wings on this thing...
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Comments: 30
Devantebedford [2022-12-03 18:11:55 +0000 UTC]
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Pikpikman1 [2021-11-06 02:39:49 +0000 UTC]
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Russty223 [2018-01-09 20:56:40 +0000 UTC]
Could someone please link me a few SFM tutorials regarding anthro ponies? I've been trying to look and I'm only finding crap vids or stuff I'm not looking for. Vids about adding models, props and maps as well.
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DrAdalwinMuller In reply to Russty223 [2018-07-10 13:19:36 +0000 UTC]
I'm dying to find them too T^T...not for fucking porn, just for regular still art
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love-mist [2015-06-10 01:05:29 +0000 UTC]
This could be super useful. So long as:
Facial flexes are kept in tact.
UVs on the head bits are kept in tact (so it's easy to just slap an existing pony's texture onto it).
Head and body sections are assigned 2 separate materials (to be able to use the existing head texture as mentioned above but have separate control over the new body shape's texturing).
Since the head and body were their own existing models, I would bet they still have their UV mapping and such. Facial flexes though I'm not sure how it'll work with an edited mesh, I haven't tried it myself yet.
Things like mane and tail stuff are going to be swapped out with every pony it gets used for, so those will probably still get scaled and attached by the user.... You could add the base tail bone without skinning it to anything just as an easy point to lock tails on to. And you could give a suggested scaling value for the mane. But otherwise I wouldn't worry about those too much.
Even wings, people have so many different takes on how they should be done. But you could have bodygroups for the wings and horn. Horn should be easy enough to re-attach. Wings, I'd recommend importing them with all their bones, move em into place, and just re-parenting them to bones in the existing skeleton.
I wish you the best of luck! I'm sure lots of people will appreciate this.
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PureNexus In reply to love-mist [2015-06-10 01:43:43 +0000 UTC]
To my knowledge, the uvs should be intact. They were the last time I saw them. If anything, for the head, all it might require at most is a slight resize on the texture, but I'm going to try to prevent that. I don't know about the facial flexes yet, and all I can do is hope and pray that they still work.
I'm trying to make it to where heads and bodies can be swapped, which would allow more body types and such. But, this is also my first time ever using blender for anything, so one step at a time...
The main problem is, after all of these bugs are fixed, what bodies are we gonna use? The body I used here isn't mine to distribute. It might okay for me to use it like this, but it also might not. Plus, this model isn't exactly "safe". Before any kind of full release is done, we need a custom (or at least free to use) featureless body so everyone can use it.
The mane/tail/horn/wings will probably be the easiest part of all of this tbh.
Thank you for the encouragement, it's definitely appreciate over here.
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love-mist In reply to PureNexus [2015-06-10 02:00:25 +0000 UTC]
Resizing the mesh shouldn't mess up the UVs at all. So it should be just fine! Looks to be actually given the way the 'missing texture' checkerboards are happening now.
If importing the flexes in doesn't work on the model as it is now, you MIGHT try importing them in on a normal pony base and... finding some way to copy them over? Again, not sure about flexes yet. Worst comes to worse, you may need to redo the stitching such that you import all the flexes onto the pony base first. Blender should be able to keep them in tact that way such that you can export them as new ones. And at least you would have this version for reference now.
Swapping out things like heads and bodies that are supposed to be attached smoothly might not turn out so well. The only way to do that for Source would be to make them separate body groups, which means 2 separate models with a seam somewhere in between. The smooth shading systems won't know how to handle that seam. Team Fortress has this issue since some of those body part meshes get swapped out with different cosmetic items. They get away with it by hiding the seams beneath the clothing mesh.
Look into the available human base resources that are out there on the net and the allowed usages are on them. Some have share-and-share-alike type restrictions (which in this case would be exactly what you're doing anyway), others may say non-commercial only, etc etc. There are plenty of those around. You just have to find some good ones!
Clothing is going to be the biggest question mark here....
If you have money for it, it may be worth looking into Mixamo's Fuse software. Easy to make and export custom bodies and clothing to fit. It will probably be on sale again some time during Steam's summer sales. But I'm not sure what their restrictions are on distributing the models?
Hopefully things work out. I'd be happy to try and help troubleshoot if things are acting crazy. I'd love to see a project like this turn out well.
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PureNexus In reply to love-mist [2015-06-10 03:36:36 +0000 UTC]
The problem with fuse is that, well, it's fuse. It only works with human stuff; more realistic human stuff to be exact. Having highly detailed human bodies with skin and pours and every ridge, curve, and wrinkle visible just doesn't match the smooth and simple cartoon pony head that will end up being slapped into it. Plus, Fuse doesn't support source natively, so odds are I'd have to rig the skeleton manually (which I don't know how to do).
There is a female scout model out there which would suit this situation pretty good. It has a relatively easy to edit UV map, a reasonable poly count while still being very high quality, a very morphable body (can be resized and stretched into different body types), and the cartoonish feel from tf2 that goes great with the pony models. The only problem besides permissions (which is easy enough to solve), is that it's an NSFW model. If I can get rid of all of the offending details, it would be perfect.
And I appreciate the advise and help, I don't get it often...
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love-mist In reply to PureNexus [2015-06-10 05:18:19 +0000 UTC]
Actually, I'm 95% sure that high level of detail of pores and wrinkles comes from normal mapping, which you could easily leave off of the model. Materials and textures are easy enough to edit. The mesh itself shouldn't be nearly so detailed, and would certainly fit the smooth simple style.
AND Fuse DOES in fact support Source these days. So no need to be limited to any single existing body.Β steamcommunity.com/games/25740β¦ Enjoy.
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MeltingMan234 [2015-06-10 01:00:16 +0000 UTC]
Interesting, now let's see if they'll come with or without dem special parts. lol
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darknesrider1 [2015-06-10 00:58:06 +0000 UTC]
Very nice i actually have my own anthro models but i wanna try other anthro models
Β
i will wait for the realease
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TheFrenchSpyro34 In reply to Doritos-pope [2015-06-09 20:52:55 +0000 UTC]
You're not having a nightmare.
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Doritos-pope In reply to TheFrenchSpyro34 [2015-06-09 20:53:55 +0000 UTC]
did i put the nightmare vision goggles on
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TheCrazyDane In reply to Doritos-pope [2015-06-09 21:06:40 +0000 UTC]
Everything's the same.
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Dragon0380 [2015-06-09 15:09:12 +0000 UTC]
Awesome, something that will actually save me 10 bloody minutes everytime i want to convert a new model. Looking forward to finished product
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NavyBr0wnie [2015-06-09 14:43:08 +0000 UTC]
If this is a legit, custom made, model made from blender and not being pieced together in SFM...
This could either be really good, or really bad.
You're definitely waking a thin line with this.
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PureNexus In reply to NavyBr0wnie [2015-06-09 14:49:58 +0000 UTC]
Well, I wouldn't call it "custom" because I didn't make the head or the body, but I did stich them together in blender.
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NavyBr0wnie In reply to SassPD22 [2015-06-09 14:41:57 +0000 UTC]
OH MY FUCKING GOD MAYBE.
Sorry XD
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