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#blender #mmd #tutorial #pmxe
Published: 2017-09-10 18:33:46 +0000 UTC; Views: 664; Favourites: 12; Downloads: 9
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Description
I wanted to see how hard it was for me to get good-enough MMD stuff, now that I know more. And I thought it would be useful to explain what I'm doing here. It's a lot of words. It's not a bunch of pretty pictures.I start with a .obj mesh by Josh Crockett which I got from Badking.com.au. Great, free meshes are abundant, if you're comfortable editing them.
I reduce the polycount, UV map it, bake a texture, rig and weight it (with the assistance of a borrowed skeleton) in a couple of hours. And that's including the fact that there are still little speed bumps where I have more to learn.
I don't walk you through things. I give you the words that you can look up, to learn how to do it. This is more like, hey, if you work on learning how to do these few things in Blender and PMXE, you can get a usable model out with relatively little work. A usable model is either all that you need, or it's a good start on a better model.
I do this because I didn't used to know enough to do all this. Six months ago, it would take me a long time to do this, maybe days. So I'm writing to help out anybody who's like my past self. Here's what to look for to do it faster. When I say it's easy, I mean, it's easy, once you know how. The hard part is getting to the place where you know how.
There's still tons I don't know. If I do something bad, I sure don't mind anybody letting me know, letting everybody else here know. And there are no guarantees this is the best process.
Edit: If anyone is curious, I redid the high-poly->low poly step. I selected my seams (shiftG with a few seams selected does it fast) and ripped them (v) to preserve the seams through decimation. Decimated with one extra iteration, under 10k verts, better topo, and UV correspondence with the high-poly version, for better baked textures. Nothing is ever the end, it's just the beginning of something new.
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Comments: 10
SPIRITRAY76 In reply to vasilnatalie [2017-09-11 15:50:06 +0000 UTC]
That goopy claw you just made.
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Tuni-kun [2017-09-10 23:04:07 +0000 UTC]
At the begin i thought that it was a chicken feet : o
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vasilnatalie In reply to Tuni-kun [2017-09-10 23:20:33 +0000 UTC]
Yeah, I was pretty lazy with everything here, but what would be the point on focusing on speed and then sweating the details on the explanation?
This is actually the first time I was trying this process, start to end, kind of as a test to recalibrate myself-- having a good idea about how long something is going to take lets me make better decisions about what it is I should attempt. And I just took notes and screencaps as I went along, because I think it might be useful for somebody.
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ToadieOdie [2017-09-10 19:22:46 +0000 UTC]
Thanks for sharing this. I got Blender awhile back to render Minecraft maps, but found the program overwhelming. It was a couple of years ago and I haven't looked at the program since. Doesn't seem as daunting now, but it will take awhile to learn what everything does.
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vasilnatalie In reply to ToadieOdie [2017-09-10 20:34:02 +0000 UTC]
It is overwhelming. It is massively overwhelming.
But if you take it one step at a time, you can do it. Looking at everything, it's hopeless. It's a monster. Looking just at the next thing to learn, it's completely doable.
That's kind of why it's nice to know what to learn about next. Start with basics-- scale, translate, rotate, move the camera. Move on to a few techniques like proportional editing, changing the pivot point. Try out a few modifiers. Try out UV unwrapping. Try out baking textures. Individually, none of those are all that hard to learn. It's just that there are about a thousand of those things.
I know you're working on MMD. I don't know if you've seen my tutorials on LearnMMD, but I've written a few for Blender. They're designed to be little starts, just little things that you might want to do that will get through the first steps.
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ToadieOdie In reply to vasilnatalie [2017-09-10 22:58:26 +0000 UTC]
Thanks, I'll check them out tomorrow when the kiddos are in school. It's just really cool to see the things everyone is doing with this. Maybe someday I'll give rendering custom Minecraft maps with Blender a try again.
I think the biggest issue I have with Blender is that you can do so much with it that a single "this is how it works" type of tutorial is kind of moot. It's dependent on what you're trying to do with it and until now I didn't have a starting point. The tutorials I found for using it with Minecraft were as overwhelming as the program.
I would be absolutely thrilled if I were to figure out how to create my own little character to animate. For now though, I'm just getting comfortable with the PMXE. I don't feel like a complete idiot with it anymore at least. So that's something.
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vasilnatalie In reply to ToadieOdie [2017-09-10 23:21:14 +0000 UTC]
>"I think the biggest issue I have with Blender is that you can do so much with it that a single "this is how it works" type of tutorial is kind of moot."
Yup, that's entirely it.
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