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lizardsarecute · 4 days
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Hi-Fi Rush: OVERDRIVE | TRACK 0 / PAGE 01
Here we go, we're hitting the ground running! Or I guess in this case, we're just hitting the ground.
...too soon? :)
🎵First (you are here!) | 🎵Next
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lizardsarecute · 5 days
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oof rough week
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lizardsarecute · 9 days
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losing work can be such a bummer, even if it's only 15 minutes
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lizardsarecute · 10 days
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cat bounce!
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lizardsarecute · 11 days
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Rekka's shape language is actually one of my favorites to draw, so here's some sketches!
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lizardsarecute · 11 days
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2 808!!??
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lizardsarecute · 11 days
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my favorite thing/being/plant in this show currently
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lizardsarecute · 11 days
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happy weed day for those who partake lol
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lizardsarecute · 11 days
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Your Korsica model looks really good, and the outlines are great! I was wondering how you did her outlines since the models don’t come with them when you download them into blender.
While there are methods to outline models in blender, I found out that unreal engine actually uses a whole separate mesh that is the outlines of the character. I personally haven’t figured out how to make an outline through making a whole new mesh like the unreal engine, but your model looks so good!
I just had to ask if you made a new mesh over the model for the outlines or used another method like geometry nodes or the inverted hull method.
Also, if you did figure it out by making a whole new mesh, could you share that secret? I’ve been trying to find out how to replicate the outlines by making another mesh, but the closest I’ve got was a vague and unhelpful post about it years ago. And even if you didn’t use a new mesh, I’d still like to hear how you went about making the outlines.
good news: the outlines do come with the models
I have tried everything you've described initially but I got lucky and figured this one out one day after a really good nap (ngl i've been pretty happy about it ever since).
The outlines are already here.
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Select the mesh and go into Edit mode.
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Go to the materials, click the material with 'outline' in its name and press Select, down at the bottom circled in red. It should select the corresponding mesh that is meant for the character/object's outline.
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Right-click on the mesh, select Separate > Selection. Do that for all the materials with outline in its name.
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I rename the separated meshes for cleanliness.
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Then at this point you can add either a geonode or a Solidify for each of those objects. I do prefer geonodes but they both work. I use the one from Komikaze's shader pack because it's an easy drag and drop, then tweak settings like flipping normals, increasing the thickness and whatnot.
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There you go :) I kept the outline on my Korsica model thin because they were a little distracting while I was doing my rigging lmao. But when I start learning 3D animation and rendering things, it's good to be able to adjust the outline thickness to whatever your needs are. Maybe even make a driver for the outline thickness to adjust based on camera location?
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It's not a perfect solution. When you zoom into the character, there may be areas where the outline leaves gaps when thickness is set high, or there's an unwanted stray line (particularly in the face but I've also seen it in hair). But it's a great start. If you find anything about it to clean it up some more, feel free to dm me.
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lizardsarecute · 12 days
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Posing my korsica rig from d unmeshi clips I have saved. just like playing with action figures lol
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still haven't rigged everything (weapon, jacket, mouth and holsters) since I'm working on my comic lately. But this was a nice little break to have, and also gives me some insight on what areas I need to tweak down the line. Note to self her thighs clip through her shorts when she bends, maybe go in and adjust vertex weight values to match shorts.
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lizardsarecute · 14 days
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hi fi ruuuuuuuuuuush
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lizardsarecute · 14 days
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I changed the positions of my shift and alt keys for home row mods and it's been wigging me out the last few days when I type stuff up and making capital letters lol. I'll get used to it eventually.
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lizardsarecute · 14 days
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shes in
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lizardsarecute · 15 days
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i was scribbling on my sketchbook and somehow ended up doodling my first hi fi rush oc :)
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Scrapped unit that proved to be too clumsy in the air. Bumps into things a lot. Most of its energy cell is routed to systems that keep its bulky frame aloft, so by all accounts, it's quite stupid. (like a junebug)
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lizardsarecute · 16 days
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coffee craving
edit: first time trying a cortado. really like it!
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lizardsarecute · 17 days
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I know you posted it a while ago, but I was finally able to download fmodel, but I can’t find a way to view the animations. I’ve searched it up, but can’t seem to find anything about viewing the animation in fmodel. The wiki even said it’s not even a feature yet, so I’m in desperate need of help because how did you get your animation viewer to work in fmodel?
Sure! Instructions under the cut.
On the top left it says 'Commands', the 3. Outliner has the relevant instructions.
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Choose a mesh, in this case, I picked Peppermint. I double click on SK_ch1000.uasset to open up the 3D Viewer.
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Right Click on the name of her mesh on the top left Outliner and Choose Animate.
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You'll get this window.
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Now under her Animation folder I can pick what animation to view.
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Double click on any of the animation files and it should show the animation!
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If the model ends up being too close, the navigation shortcuts are under the Command button. And scrubbing the timeline should be in the green line at the bottom of the window. You can pause and go frame by frame.
If you want to view another animation. Right click on her mesh in the outliner once again and repeat the steps.
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There you have it! Enjoy.
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lizardsarecute · 18 days
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had a decent breakthrough in the map importing very recently. most maps can at least be 50-60% imported and then be filled in manually with the remaining blueprints (which is what i did for the floating dataspheres and other platforms--a bit of a painstaking process but i'll work it out eventually). Still figuring out how to do a bit of python script to include the textures because I do not want to go through each individual mesh and manually input it.
cackling as i use this as a resource for me comic and also perhaps more 3D anim learning after I finish up the chapter
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