Returning to hominid facial anatomy once again, I was able to adapt my A. sediba muscle model onto the OH5 skull (P. boisei) too! I'm happy enough with it that I went ahead and rendered some skins for them as well. Selected all the right vertices and generated UV maps and everything. Hopefully the colors look as legible on your screens as they do on mine, these are still very much in progress.
My restoration of this individual was partly based on an earlier attempt at rendering Paranthropus, from back in 2019. There were a lot of elements that got tweaked or entirely changed up in the update, but the mouth got to stay the same between renderings. Having even a little understanding of the face muscles makes a visible difference from one model to another, and I'm sure there's still some parts I could improve on as I keep working in this vein. If anyone has more technical knowledge about this sort of thing than I do, feel entirely free to get at me : )
Looking at it now, I probably could have made the islands a bit shapelier, but at least it's better than what Blender does automatically. It's like a geometry puzzle. XD
Some small texture details to add later but pretty happy with how he's developing so far.
Took some extra time to figure out how to approach face expressions and animation, I at one point considered modeling the face fully but ultimately I determined that was a huge time sink for rigging and animation. So what I decided on is a texture sheet of many different expressions. some tutorials I looked up would say it's a sprite sheet.
Despite it being a straightforward method and pretty simple to setup in Blender(and certainly an old method, especially in video games if I'm not wrong) I couldn't quite find a good resource on this method, I bet there is one but not easy to google.
Anyway - eventually I will have to figure out how to swap character faces in Unity whenever I get around to importing them. and make a workflow for marking face swaps, because I don't believe the material data I animate in Blender won't import into Unity.
here's the node setup for anyone curious :)
(This of course could be setup a little better for animation in blender but for my needs I just key-framed the X Location.)
Lastly here's a little test animation!
I made this Japanese style classroom a while ago, so it was nice to just have it ready to go!
Tho it definitely needs some more props and things on the walls! Also students!
Unsure if I want him to have glasses or not. What do you think?
I unfortunately forgot to screenshot the horror show that was my UV map before I textured
To describe it, it started off as a box with an amalgamation of lines everywhere inside it, which is obviously bad. I attempted to cut and unfold the joints and the UV completely freaked out when I tried to do that, so I just used the automatic method that separates the ploy's for me, and no it didn't look like the image you see now but it was less of an eyesore to look at because it had a bunch of shapes aligned next to each other. The UV guide on it wasn't perfect but it was less distorted, enough to start texturing
the UV map you see now is how it looked when substance painter reworked the UV further for me when I textured my model
the next big scare when it came to texturing my model was if maya decided it couldn't read it, the reason I had to do my camera pan-around in the modelling view for my room model last semester
Look, my UV mapping skills aren't the best either as a VRC creator, but can we please not have UVs that turn back and wrap around on their own mesh, creating an unholy ouroboros of texturing madness?
Not asking for much, I don't care if your UV packing isn't the most 'optimal', I just don't want to have to sacrifice my first born son to be able to navigate a labyrinthian maze of polygons.
This is my first proper UV Mapping that I have done correctly and it was done using Maya. After I had created my arcade machine I change my workspace view from General to UV Editing, once I had done that I hovered over create -> automatic so it would create my arcade machine UV layout. Subsequently, I would export my UV layout and open it in photoshop so I could draw my textures, because it was my first proper UV editing I decided to go with a more simplistic but cartoony design.
All I had to do after everything was done was to just get the texture I had created in Maya, the way I did this was by holding right click to assign new material, click lambert, click the highlighted yellow part, click file, and finally you choose the image that is your UV texture that can be found in the details panel. Once all of that is done there is one final step which is just to click the textured icon at the top of your screen so you can see the texture.
this is the first time i've ever made an avatar from scratch so i can definitely see i have to improve on some things (the hands looked decent in blender i swear T_T i think it's mostly a rigging issue but the mesh could use some work too) but i'm just happy to have him in a usable state!!!!! and i'm really happy with how the expressions turned out!!
i'll probably fix the hands eventually though, but i've been working on this basically non stop for the past 4 days so i need a BREAK lmao.
also collector is next >:) get over here, you're going in the blender