Miranda [to Ver.2] ... (Nudity)


#1101

Thnx for Everyone!!! :bowdown:

The 1st. demo reel is viewed over 1,000 for a day!!! :bounce:
http://bit.ly/132uw0B

C&C are always welcome! :bowdown:


#1102

Hi all! Good Afternoon. :buttrock:

I’ve started to create the 2nd. demo reel.
One of cuts.

And I found a silly bug, the initial position for massive Blendshape targets should be cared… :shrug:

C&C are welcome! :slight_smile:

(EDIT:)

Images add from Fullset.




#1103

Good Evening! :slight_smile:

I’ve found a silly bug on Fakeset/Dummyset of the initial pose for those Blendshape targets. :shrug:
Furthermore, it might be degraded with some tiny differences in vertices’ position.

For that kind of trouble, I wrote “fixPointsToBaseObj()” but it is for whole skin.
This time, I wanted to snap only those selected vertices to of Base Object, to clip the tiny differences which causes massive jumping to the final Blendshape result.
Therefore I have to explicitly declare the selections for source object, destination objects and selected vertices by GUI.

Today, I have done the task for that script. :thumbsup:
It will be public with bug-fix release.
C&C are welcome! :bowdown:


#1104

Hi all!
It’s a rainy day in Tokyo.

Snapshots from my current working job – clipping unnecessary differences by MEL.

Pre:

Post:

Dark blue wireframe shows the original skin as base object.
On the contrary, red wireframes are those Blendshape targets which is duplicated from M3 Fullset in various conditions by the another MEL “dupeBsFromCsv()”.

In the “Pre” image, you can see the lines are very complex with tiny differences, which will make a massive jumping after composited together as a huge Blendshape network.

After executing the fixPointsToBaseObjUI(), you can see more simple red wireframes, that those tiny differences are clipped to the original skin (clipping is not perfect now which should be fixed by more workings).

This is what I’m doing now to fix the bug for Fakeset/Dummyset.
I want to finish this till tonight.

C&C are welcome! :bowdown:


#1105

Hi there!! :thumbsup:

I’ve fixed a few bugs for Fakeset/Dummyset, and now am trying to test the rig by an animation rendering.
Here is some snapshots from it.

C&C are welcome! :bowdown:







#1106

Good Evening! :bowdown:

I’ve released a bug-fix version of Fakeset/Dummyset on my website WWW.BEHIND-UNIVERSE.ORG.

From now, there is no restriction to download, which is you can download without registration to the forum.

Would you enjoy it nad give me some feedbacks?
C&C are always welcome! :bowdown:


#1107

Long time no see. :wink:

My master’s exhibition is now open at Ginza, Tokyo.
If you have interest, please look at those snapshots on my BLOG. :wink:


#1108

Very very long time no see. :bowdown:
Recent days, I’ve struggled for deviation of M3 to enable to apply Stylised skin. :wip:
Since there are by some regulations of Maya native commands, there is a limit as Base Figure for M3 for now, but I could make a certain point to go.
Later, I will talk deeply about this time deviation on my website.
And here are some snapshots from it.





Now, I’m on the operations test phase with a mocap.
The deviation process has almost done.
I think I can release newer M3 in the near future.

C&C are always welcome! :bowdown:


#1109

Hi there! :wink:

Even though it should be hurry up to make up my 2nd. demo reel, I’m on play for future short movie.

C&C are welcome! :wink:






#1110

Hello all! :bowdown:

Some tests for future movie.

A day as a life/




Stardust.

C&C are welcome! :bowdown:


#1111

Good Afternoon! :thumbsup:

I’m trying to fix all the tiny bugs, and it’s almost done.
Now I’m doing batch rendering for the “Rolling Kicks” mocap.
I think I can show you the result tomorrow.
Please wait a while.

C&C are welcome! :bowdown:


#1112

Hi!
It’s almost midnight in Japan.
Today is “Full Moon of Mid Autumn” in Japanese Old Calendar. :wink:
And the Moon is quite bright since there was a typhoon in a few days before, the sky is very clear.

I must show you the potential of M3 in the next demo reel.
For recent days, I’m trying to make a sequence for it as operation test at the same time.
This time, I should express the relationship between skin and muscles.
Fot it, I’m making some sample shots.

C&C are welcome! :bowdown:


#1113

Good Afternoon!

One more testshot.
C&C are welcome! :bounce:


#1114

Hmm I think you should start considering to add some more realism to your character on the 3d side as well on the texturing. Take the character into zBrush, Mudbox or whatever and start putting some real skin texture, wrinkles etc into your character.

Have a look at this one which looks great

Also the clothing doesn’t look very convincing. It looks like you selected those faces from the character, made a copy of them and applied some thickness to it.

Have a look at this sculpting detail

You put in so much effort for such a long time but the final look doesn’t reflect that. I really recommend you take some time, unwrap the character and put some effort into surface detail, skin, texturing, shading…

Even if the purpose is more showing rigging and muscle system, it will certainly help to sell your effort in a much much better way.

Cheers
Andre


#1115

> ACantarel

Hi!
Sorry for late reply. :bowdown:

You are right!
I wish M3 can have great details by ZBrush/MUDBOX even though I’d tried to add wrinkle textures animation by myself in some years before.

But first of all, I have to set all the basics as RIG itself for M3.
I think I’m on the final phase to do it for her as general-purpose Muscle Rig to metamorphose to various kind of characters by morphing.

Furthermore, there are a lot of sculpt modellers for that area specifically.
I hope I can collaborate with them by this M3 data.

Every construction process has step-by-step phases to make it real.
In that sense, it is not the time for me to add sculpting details by myself, for now.
However I will be able to start adding the details in near future, I think.

Thnx a lot! :bowdown:


#1116

Good Morning! :slight_smile:

I had got a solution to the long time assignment “Metamorphose”. :beer:
M3 can be the "Base Figure (Maquette) " right now. :applause:
C&C are welcome! :bowdown:


#1117

Hi there! :bowdown:
I’ve finished a sequence.

//youtu.be/f9zmkpxDepg

There are a few points I wanna care, but mostly it is OK.
This sequence is good to show you the relationship and correspondence between skin and muscles.

C&C are welcome! :bowdown:


#1118

Hi all!
Long time no see. :wink:

Recently, I had got involved into troubles in my private life, so I had to make some actions for them, and now I’m back.

Miranda V3 (M3) is going to be M4.
A lot of improvements has done, and the skin is now one skin to enable easily applying M4 to those figures by you. :beer:

Now, M4 can do morphing to the other shapes completely. :buttrock:

//youtu.be/Qx8w1diLlN0

Quickly as I can do, I will make the 2nd. demo reel to demonstrate the possibility of M4 with regression test. It may take a few month since I had got a new job sheet in a Univ. and have to work hard for it. I wish I can make a lot of Science Visualisation movies for MOOCs. :wip:

C&C are always welcome! :bowdown:


#1119

Welcome back. :slight_smile:

Is the waist meant to be that skinny? It starts out looking good in your video, but it narrows out near the middle of the animation. The muscles on the legs and but looks pretty good. Could you post a few closeups of the rig?


#1120

Thnx AJ1, but it’s simply for the morphing test. :smiley:
From tomorrow, I’ll start the rigging test for POSER figure, when it’s done, my 1st. plan will be proved as General-Purpose Muscle-Rigged Base Figure or Maquette.