HOME | DD

Published: 2020-03-31 21:29:37 +0000 UTC; Views: 669; Favourites: 15; Downloads: 3
Redirect to original
Description
more progress of this cat OCΒ im practicing!Related content
Comments: 18
TheJudgeX [2020-04-02 18:02:48 +0000 UTC]
I was wondering here. How Do you rig the eyelashes?
I mean, the've got to follow the eyelids correctly, even on a curve, so how do you rig them for that?
It took me DAYS to figure out a very complex way to do that, so maybe you have a better method?
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-02 20:09:39 +0000 UTC]
well im following the way sonic generations does itΒ
its still a mystery but by looking at other sonic ports that ar egenerations
they consist of an eyelid with eyelash and a separate eyelashΒ
theres also some eyelid edge coloring on the head texture to look right when the eyelid opens and closes about the same position the separate eyelashes are well for blaze and all the females except rouge have an extra eyelash
π: 0 β©: 1
TheJudgeX In reply to tailsluver29 [2020-04-02 20:15:12 +0000 UTC]
I see, you mean they have a curve object that act as the eyelash. But how do they attach it to the ''eyeline''?In the past I tried to do that, but it proved instable when moving eyelid in a non-linear way.(Angry poses, or amy S eyelid S-curve)
It,s pretty much why i abandoned the method, and why I'm using mod-generated eyelashes.
BTW: Cream only has one eyelash.
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-03 02:01:49 +0000 UTC]
Well I took the rim vertices of the eye socket then shaped it
π: 0 β©: 1
TheJudgeX In reply to tailsluver29 [2020-04-03 02:45:31 +0000 UTC]
???
How would that work?
I mean, if you shape the eyesocket, it won't follow the eyelid,right?
Or am i missing something?
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-03 16:12:16 +0000 UTC]
Oh sorry that was for the second pair of lash
But u can use it as a reference for eyelids too
π: 0 β©: 1
TheJudgeX In reply to tailsluver29 [2020-04-03 16:17:29 +0000 UTC]
I'm still very confused as to how all this work.
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-03 16:20:13 +0000 UTC]
I pretty much am too but study the cut scenes closely on Sonic generations been wanting to view inside thier heads to get a final answer to how the eyelids work
π: 0 β©: 1
TheJudgeX In reply to tailsluver29 [2020-04-03 16:41:33 +0000 UTC]
Well, as far as I can tell, there are two possibilitties for the eyelids.
A) It's a shrinkwrap-style modifier ( What I use). It sometimes cause distortions at the edges, but seeing as they ''caved in'' the eyesocket, it probably wouldn't show.
B) No modifier, it's just carefully aligned shapekeys.Seeing as these guys only have linear eyelids, that wouldn't be too much complicated.
It's probably B, in my opinion, as this would be the easisest to align the eyelashes.
Hmmm... I really don't want to go that way though....
I think I'll stick with my displacement-eyelash-generation method for now ( They are a bit thin, but it works in every position at least).
Oh,BTW, quick question. How do we create more than one UV map for the same mesh? It's stupid, but I forgot how.
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-03 18:20:20 +0000 UTC]
Aw yes I saw your note about uvmapping I will answer that and u just press the plus button on the uv map list box also I use sboth a and b for my eyelids
π: 0 β©: 1
TheJudgeX In reply to tailsluver29 [2020-04-03 18:45:25 +0000 UTC]
Now I feel very dumb.
I...forgot about the + button...
Whoops.
Anyway, thanks to that, I solved most of the UV mapping issue i had before. And now My eyes works perfectly fine! ( Well, nearly antway. For some reason, the texture keeps repeating in preview mode, no matter how many time I tell it to clip. Oh well, it dosen't affect the render, so I don't care much)
I used a UV project modifer. It pretty much does the same thing as my dynamic bollean, but much faster and with no glitches.I just couldn't get it to work with just one UV before.
Thanks for the help! My models will all be updated with that new method now!
Eyelid wise: have you considered displacing them for easy control? That's what I do.
π: 0 β©: 1
tailsluver29 In reply to TheJudgeX [2020-04-03 21:03:35 +0000 UTC]
Hmm tell me how! in notes and so just ignore your uv mapping note now?
π: 0 β©: 0
FrostTheHobidon [2020-04-01 21:55:22 +0000 UTC]
do you still have the Satam Tails modals
π: 0 β©: 1
tailsluver29 In reply to FrostTheHobidon [2020-04-02 03:14:57 +0000 UTC]
yeah!Β Β why?Β
π: 0 β©: 1
FrostTheHobidon In reply to tailsluver29 [2020-04-02 03:44:33 +0000 UTC]
I was wondering if you can make a render of him opposing
I got some references sheet idea for the Satam Cast and al read done Sally's reference sheet
π: 0 β©: 1
tailsluver29 In reply to FrostTheHobidon [2020-04-02 05:20:39 +0000 UTC]
Sure! I need to rig him though XD behind
π: 0 β©: 1