#3d morph
Explore tagged Tumblr posts
sinfulpetgirlrd · 1 year ago
Text
Learning how to make daz morphs for clothing and such. You see the 'pokethrough' issues right? Before to combat that I would just have multiple 'figures' of that piece of clothing. This is so much nicer... and easier.
4 notes · View notes
biblically-accurate-dca · 9 months ago
Text
Tumblr media Tumblr media Tumblr media Tumblr media
various redraws of tsams thumbnails
528 notes · View notes
aurus-3d · 2 months ago
Text
Tumblr media
Harry liked to stay in the Burrow for the summer. Despite the fact that the house, full of life and chaos, did not quite fit into the standard idea of a place to relax, the boy felt calmer within its walls than anywhere else. The feeling of life was very welcome. After the fourth year, the comfort of a creaking old bed, old wooden walls that left splinters, and the aroma of Mrs. Weasley's cooking floating around the house came in very handy. Mr. Weasley even gave Harry a Muggle cassette music player.
The latter helped to drown out the heart-rending screams of Cedric's father from his memories…
55 notes · View notes
alyss-erulisse · 1 year ago
Text
Tumblr media
Morph Madness!
Fixing Exploding Morphs
Marik's Egyptian Choker is currently in production. It is the first accessory I've made that involves assignment to more than one bone and morphs for fat, fit and thin states. So there is a learning curve, and it is during that learning curve that interesting and unexpected things can happen.
As with my other content, I'm making the choker fit sims of all ages and genders--that's 8 different bodies.
Adding fat, fit and thin morphs multiples this number to 27 different bodies.
I'm also making 3 levels of detail for each of these. The number comes to 81 different bodies, 81 different bodies for which I need to tightly fit a cylinder around the neck and avoid clipping.
Tumblr media
That's a lot of work. I can see why most custom content creators stick with one age, gender and detail level. At least, they did in the past. Our tools are getting better day by day, and that may partly be because of creative, ambitious and somewhat obsessive people like me.
There are usually multiple ways to solve the same problem. Some ways are faster than others. This I've learned from working in Blender3D. You can navigate to a button with your mouse or hit the keyboard shortcut. You can use proportional editing to fiddle around with a mesh or you can use a combination of modifiers.
Tumblr media
If I am going to be creating 81 chokers, I don't want to be fiddling around on each one of them for an hour. I need something automated, repeatable and non-destructive so I can make adjustments later without having to start over from the beginning. I need to work smart rather than just work hard.
This is where modifiers and geometry nodes come in. After you develop a stack to work with one body, the same process pretty much works for the others as well. That is how it became easier for me to model each of the 81 chokers from scratch rather than to use proportional editing to fit a copy from one body to the next.
But I was about to confront an explosive problem…
Anyone who has worked with morphs before probably knows where this story is headed. There is a good reason to copy the base mesh and then use proportional editing to refit it to the fat, fit and thin bodies. That reason has to do with vertex index numbers.
Tumblr media
You see, every vertex in your mesh has a number assigned to it so that the computer can keep track of it. Normally, the order of these numbers doesn't really matter much. I had never even thought about them before I loaded my base mesh and morphs into TSRW, touched those sliders to drag between morph states, and watched my mesh disintegrate into a mess of jagged, black fangs.
Tumblr media
A morph is made up of directions for each vertex in a mesh on where to go if the sim is fat or thin or fit. The vertex index number determines which vertex gets which set of directions. If the vertices of your base mesh are numbered differently than the vertices of your morph, the wrong directions are sent to the vertices, and they end up going everywhere but the right places.
It is morph madness!
When a base mesh is copied and then the vertices are just nudged around with proportional editing, the numbering remains the same. When you make each morph from scratch, the numbering varies widely.
How, then, could I get each one of those 81 meshes to be numbered in exactly the same way?
Their structures and UV maps were the same, but their size and proportions varied a lot from body to body. Furthermore, I'd used the Edge Split modifier to sharpen edges, which results in disconnected geometry and double vertices.
Sorting the elements with native functions did not yield uniform results because of the varying proportions.
The Blender Add-On by bartoszstyperek called Copy Verts Ids presented a possible solution, but it was bewildered by the disconnected geometry and gave unpredictable results.
Fix your SHAPE KEYS! - Blender 2.8 tutorial by Danny Mac 3D
I had an idea of how I wanted the vertices to be numbered, ascending along one edge ring at a time, but short of selecting one vertex at a time and sending it to the end of the stack with the native Sort Elements > Selected function, there was no way to do this.
Of course, selecting 27,216 vertices one-at-a-time was even more unacceptable to me than the idea of fiddling with 81 meshes in proportional editing mode.
So… I decided to learn how to script an Add-On for Blender and create the tool I needed myself.
A week and 447 polished lines of code later, I had this satisfying button to press that would fix my problem.
Tumblr media
Here are the index numbers before and after pressing that wonderful button.
Tumblr media
My morphs are not exploding anymore, and I am so happy I didn't give up on this project or give myself carpal tunnel syndrome with hours of fiddling.
Tumblr media
Marik's Egyptian Choker is coming along nicely now. I haven't avoided fiddling entirely, but now it only involves resizing to fix clipping issues during animation.
Unfortunately, I'll have to push the release date to next month, but now, I have developed my first Blender Add-On and maybe, after a bit more testing, it could be as useful to other creators in the community as its been to me.
Looking for more info about morphing problems? See this post.
See more of my work: Check out my archive.
Join me on my journey: Follow me on tumblr.
Support my creative life: Buy me a coffee on KoFi.
77 notes · View notes
a-n-i-m-a-t-i-o-n · 7 months ago
Text
Tumblr media
he's not afraid to be soft if it's his glob son i guess 🤷‍♀️
screencap from here
25 notes · View notes
maburito · 5 months ago
Text
Did I just got downgraded????!!! What the hell my cool suit!!
8 notes · View notes
thefloatingstone · 11 months ago
Text
If you start a tv channel or an online streaming service with the entire identity being "retro content" I think it should be illegal for you to then decide later to start showing newer shows and the audience should be allowed to sue you for monetary compensation.
14 notes · View notes
arunningjoke · 2 years ago
Text
Tumblr media
shimeji making
27 notes · View notes
pyrriax · 2 years ago
Text
ever expanding list... (there's still some stuff i'm missing but a lot of that is because i chose to use an iris fork instead of optifine, honestly i don't even know why i did that but i'm not swapping it)
Tumblr media
i know i have a couple things missing (mostly resource pack related stuff [armor, torches] but that's stuff i need to grab from other places / recreate in the case of the armor because that wasn't a public thing)
27 notes · View notes
shadowlinktheshadow · 2 years ago
Text
Tumblr media
He's such a little bitch (affectionate)
24 notes · View notes
lchbtch · 7 months ago
Text
Tumblr media
[never going to remember to update over here and i don't know why]
4 notes · View notes
bingobongobonko · 2 years ago
Text
Tumblr media
10 notes · View notes
the-iron-orchid · 2 years ago
Text
With the advent of the new base model that nobody wants, DAZ is selling the older 3D assets at fire-sale prices, and you better believe I'm in there grabbing shit like a fucking RACCOON, stockpiling textures, morphs, sets, and costumes like there's no tomorrow
Tumblr media
What this means for us is MOAR MODELS, and I finally have a solid plan for Lucio (cut for technical rambling):
For his arm, I'm going to create a geoshell of his left arm and shoulder and texture it to match the unarmored prosthetic, complete with emissive maps. Most of the time, normal maps should suffice, but I'll also make some displacement maps so it looks right when it's unarmored. (This keeps me from having to rig a whole-ass arm, and also ensures it will not clip either Lucio or the armor bits.)
I'm then going to make all the armor bits - some from scratch, some from bits stolen from all the newly acquired armor in my assets library - and attach them to rigid nodes on the geoshell geometry so they'll roughly follow the posing. Again, that saves me from having to rig it, and I'll have the ability to fine-tune the position of each bit of armor independently when posing. In more problematic poses, I can just take the whole thing into Zbrush and fudge it before rendering.
(I can get away with all of this because this is not a product for distribution - it can have ugly kludges, and since it is literally only for Lucio, it doesn't have to be conforming to other shapes.)
He'll also get a geograft for the stump of his left arm; I should be able to cover over any discontinuity in the arm texture with the scarring textures (or postwork, failing that). I'll make the stump graft itself by duplicating some geometry from the arm and sculpting it to shape; it will already be UV'd to take the base arm texture, saving me some work.
As for Lucio's clothing, the simplest workaround for anything he wears is to remove the extraneous geometry from the left sleeve in the DAZ Geometry Editor and save it was a custom asset; I can then just tuck the newly-shortened hem under the armor as appropriate in Zbrush.
10 notes · View notes
alyss-erulisse · 6 months ago
Text
Tumblr media
Morph Madness Pt2!
Fixing Morph Interactions
The second version of Marik's Egyptian Choker is currently in production. Despite fixing the exploding morph issue I described before, it seems that my morphing problems were not yet at an end. Creating Marik's Egyptian Armbands and seeing these two accessories worn together revealed another issue.
When several accessories with morphs are worn together, there is a possibility of their morphs interacting inappropriately if their vertex IDs conflict.
The conflicting vertices then veer off into space when the accessories are worn together like in the image above. It may not be obvious, but the bottom of the choker and the bottom of the left armband are ramping off like party ribbons, not the effect I was going for.
So what are these vertex IDs I am talking about and what do they have to do with morphs?
I gave a pretty good description in my previous post about exploding morphs, but I will recap here for you.
Tumblr media
Every vertex in your mesh has a number assigned to it so that the computer can keep track of it. A morph is made up of directions for each vertex in a mesh on where to go if the sim is fat or thin or fit. In TSRW, the sliders can be used to drag between these morph states and view them.
The vertex index number determines which vertex gets which set of directions. If the vertices of your base mesh are numbered differently than the vertices of your morph, the wrong directions are sent to the vertices, and they end up going everywhere but the right places.
Tumblr media
What happens when the same vertex gets two different sets of directions?
You are seeing the answer in the image. It takes some sort of average and ends up in the wrong place for both items.
Tumblr media
How do we fix this unwanted interaction?
We know that the game allows us to wear combinations of clothing and accessory items together. To keep the morphs of these items from interacting like we see above, the game reserves a range of vertex IDs for each category of item. Stay within the range for your category, and you're gold. Exceed that range, and you'll start seeing problems.
When you import a mesh into TSRW, the vertex IDs to be used in the game are automatically assigned based on the category of item you've cloned. For the choker, I cloned a necklace, so the vertex IDs were numbered to start at 31850.
Starting Vertex ID of Range Category for Sims 3 Accessories:
Earrings: have no morphs
Necklaces: 31850
Armbands: 32300
Bracelets: have no morphs
There is a suggestion online which I will now debunk because it has lost me time and ultimately created problems rather than solving them. The suggestion is to renumber the vertex IDs to have necklaces start at 4000 and armbands start at 8000.
The first problem with this suggestion is that TSRW automatically renumbers to the ranges I gave above. Manually renumbering in TSRW is possible within the Vertices Editor, but it is a hassle. So, I wrote a Python data entry script to automate this process. I succeeded in renumbering the IDs to the 4000s, but there was a second problem: the game is not coded to recognize morphs in this range.
Imagine me being so proud that I'd figured out how to do this code and have it work for me. Imagine me opening up the game and testing the renumbered package. Imagine the item not responding to any of the sliders as if it had no morphs at all. Such a bummer!
If you want your morphs to work, you have to following the guidelines of the game. I've learned this the hard way.
So what are these guidelines?
For a necklace with morphs, vertex IDs start numbering at 31850 and you have 450 available vertex IDs. Ideally, you would fit all your LODs into this range, so that their combined total came in under this number, but there is some wiggle room. You only really need LOD1 to fit within this range to avoid interaction.
For an armband with morphs, vertex IDs start numbering at 32300. I have not tested enough to determine the limit to this range or what category may come afterward to interact with it.
Realize that splitting your hard edges will increase your vertex load in TSRW. A good rule for reducing geometry is if the camera cannot see a detail, it doesn't need to exist.
I've been recreating Marik's Egyptian Choker from scratch to reduce the load to within this vertex ID range while preserving quality by adding a normal map.
Here is a sneak peek of the custom thumbnails.
Tumblr media Tumblr media
I'll also add a normal map to the armbands, so you can look for that update too.
In the meantime, I hope this information is helpful to other creators and users mystified by why their custom content is not working as they'd like.
See more of my work: Check out my archive.
Join me on my journey: Follow me on tumblr.
Support my creative life: Buy me a coffee on KoFi.
4 notes · View notes
shiningnightstars · 2 years ago
Text
I've never done any kind of 3D modelling before (on the computer at least), and my friend was making Team Snakemouth on a free 3D modelling website that's halfway decent, and so I decided to give it a go. Without further ado, here's my favorite little guy!
Tumblr media
More angles under the cut!
Tumblr media Tumblr media Tumblr media Tumblr media
9 notes · View notes
tiktaaliker · 1 year ago
Text
NULL is now cannon to griffins destiny
Tumblr media
2 notes · View notes