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chambersu
chambersu

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Character Library: Body

CharLib_v01_t03.blend

I can say it will be my most valuable tool in the future, along with my workflow.
Saved virtual models and doll characters' body shapes as shape keys in the same mesh object,
Body Shapes, and materials(textures) can be transferred between each other.

Drive all by shape key value may be cooler but seems to leave them editable is more useful/customized, this is mainly a useful tool to create char, not a toy/showcase, which is 100% aimed at  my workflow and I will detail more in the future~

Also rig tools,
auto find the joint position and bone roll angle by the surface deform modifier, saved suitable vertex weights, auto retarget A-pose/T-pose for game engine animation clip retargeting/I-pose for AIGC image texture projecting,

retopology and bake tool, get a reasonable topology for game engine/animations, fewer vertexes save a lot when animating/rendering, like editing facial animation shape keys, dealing the deformation errors around the joints... a litter boring/annoying but necessary for further work~

~Plan to update/add~
- Will create more by myself, and collect legally from MakeHuman CC0 assets, and Marvelous Designer model assets subscribed, then train LoRA for texturing virtual models and doll models, actually I have enough I think, but a little busy/lazy these days~

- I created/posted the procedural eyes years ago, I am still satisfied with them and will add them to this lib. My every high-poly character project includes such kind of procedural eyes.

- For hair and fur, I sketch proxy mesh first(the most time-consuming part for now), then use Hair Tool for Blender to create hair card mesh for virtual models or use modifiers array to create hair mesh for doll characters. Will add them and make them transfer between different char by surface deformer and corrective smooth.

- I use eyebrow and eyelash lib by Nazar Noschenko, brought from Blender Market, to get good enough results with a little tweaking.

- Gum and teeth mesh from Make Human for virtual models and simplified one for doll characters, My every character project includes such kind of mesh.

- cloth proxy mesh created in Blender then simulates the cloth effect in Marvelous Designer, we can use morph target* to transfer clothing between char.
(*the same as  shape keys or called blendshape in Maya, f*ing hate the same thing has a different name or the same name for different things (like smooth in Blender means deformation while means subdivision in Maya) when crossing platforms... one of the important reason that we should have our own standard/workflow/tool~)

- CFX like real-time hair, boobs, and cloth physics by wiggle bones,

- Use Face It to generate facial animation shape keys under the AR-Kit standard,

I think these above will be enough for my char, maybe... Then we can go further about mech(AIGC improved design/proxy mesh/detailed mesh by geo nodes or modifiers array/textures project by AIGC image/ procedurally shading them) and level prefab(tile map and prop for SRPG~)

mostly the slowest part is proxy mesh(also retopologize the non-standard shape~) modeling that I have no idea how to quicken it, but extruding vertexes work is not bad~
Then the design and great reference are also important, not finding the right feeling/direction costs a lot sometimes...But sometimes I remind myself of Type-moon/Kyoto Animation, char is pretty and similar, and it is not bad~ Such kind of solution may work~ quickly and pretty work (although similar...~ but actually no harm, even better for brand/spread...IDK... let's have a try~)


Feel free to contact me by leaving a comment or mailing to chambersu1996@gmail.com, if any questions or anything here interests you~

Character Library: Body Character Library: Body Character Library: Body

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