figured id finally get around to posting all of these at once, but heres all the models and outfits i completed for rainyrentyn! a halloween, comfy, OG, and holiday outfit!
sorry no art and instead im having an autism vocal synthesis enjoyer moment, but i wanted to post a diff-svc voice model ive been working on with my own vocals in between work stuff and whenever i have the time to record and to allow my pc to be on to train the model. like 11k steps so not very high in quality but its insane how accurate it is to my own voice already.
info doc regarding diff-svc for the uninitiated, but think the vocalo changer from vocaloid 6 but free* and you can train your own vocal samples to sing or say literally whatever from whatever language.
credits for the svp/synthv file i used as reference audio for this sample using my model in the vid
*i paid for google colab pro for more resources because i dont wanna train locally lol
the 3d modeler + aspiring game dev urge to make your own mmo that you would of killed for as a kid but also youre still at the aspiring stage of being a game dev
day off tomorrow. highly considering rewatching friendship is witchcraft + horse women. ive had itll be ok stuck in my head all day so i think that means something. maybe.
What inspired you to start up 3d modeling, and were there any guides out there that helped you get started? Also if you had one tip (or more) for beginners what would it be?
i was really into mmd as a teenager and wanted to make my ocs firstly, but my main push to from-scratch modeling instead of frankensteining models was that i wanted to put majima goro in different outfits and render them out in sfm or blender. those old men ruined my life.
however a lot of my early learning was just messing around in pmx editor for mmd models and messing around in metasequoia 4, so i dont really have a ton of direct tutorials for beginners wanting to get into 3d modeling. the only tip i can give is to not use the donut tutorial and instead id recommend this absolute complete beginners tutorial series.
one more thing i can say is that dont trust people on the internet when they act hyperbolic about how hard blender is to learn. like holy cow it isnt rocket science, but of course theres a little bit of a learning curve because like. its a new skill. of course its going to be hard. but screaming and crying about how overwhelming the blender ui looks without even bothering to look at a tutorial does nothing but discourage you AND other people wanting to get into this form of art. practice and exposure and GOOGLING makes perfect yknow
alrighty here's a question for you (just read your post about answering 3D modeling questions - big agree on tumblrs format being much better for that sort of thing)
so i run a vroid model, and i would really like to make new outfits and hair styles for my model without having to redo all the blendshapes, animated textures, etc.
is there a way to take another model and slap an existing face on it (maybe in blender)?
whether or not this is a question you're able to answer thanks very much for reading. love your work and i hope you can thrive here on tumblr!
hi! do note when i answer any of these questions, this is coming from the POV of someone who has never worked with vroid but im fairly and confidently familiar with the <1.0 vrm format.
the best solution i can give you in terms of creating new outfits and hair is to have a base model made (a base model without hair or clothing with the base characteristics/textures/etc retained). however, i'm not sure how feasible this is with vroid, given that it's a program i'm not super familiar with.
HOWEVER, if you're familiar with unity, and if not i 100% implore you to begin familiarizing yourself with the game engine as .vrm and vrm-reading vtubing software run off of unity. UniVRMExtensions, a modified iteration of the UniVRM unitypackage for importing, editing, and exporting vrm files in unity, can be used to copy and paste blendclip data from one model to another. i've used it for a good handful of months now and i can attest to it's usefulness in some scenarios like the one you're talking about.
UniVRMExtensions doesn't use the most recent version of UniVRM, which shouldnt really be an issue. the version used by univrmextensions also doesn't outdate vsfavatar if you happen to use that format as well.
materials, regardless of their properties, can be dragged and dropped onto meshes in unity, or those material properties can be copied and pasted from one material to another. the tutorial im linking here is for component copy and pasting, but it works in the scenario i'm referring to as well.
as for removing heads for replacement in blender, it's as simple as importing the vrm using saturday06's vrm addon to import your model, expanding the armature, and deleting whatever the head mesh is called by either deleting it from the outliner window or directly from the viewport (see an outliner screenshot below this paragraph).
also, fun tip! you can open up a separate instance of blender, import the vrm of the model with meshes you want to bring into the original one you want replaced, select that head mesh, go to the modifier tab (as shown in the next screenshot) and delete the armature. you can then ctrl+c to copy the mesh when selected in the viewport. if you do not delete the armature beforehand, the skeleton and likely any objects or other components that are connected to that armature will carry with the head you want to copy.
you can then go into your original blender instance where you want to paste the head, ctrl+v, and then go back to the modifier tab, select the armature modifier, and in the object box, select the armature of the vrm model. double check and make sure your head still has it's vertex groups, as it should, by selecting the model's armature and going into pose mode, as shown here in the upper left corner of the screen.
rotate or move the head and neck bones, as well as the eyes, and if everythings still working, press A to select all the bones and right click, and selecting Clear User Transforms to reset the pose. you should be good then to reexport to vrm and bring the model into unity, and either copying the blendclips using the extension i've talked about previously or remaking the shapekeys (if you use arkit) using HANA Tool's clipbuilder, which can create the blendclips for the arkit shapekeys you already have made for your model's head; i use it for my own from scratch models to save time when porting to VRM format. this specific tool from this unitypackage does NOT remake your shapekeys, to clarify; just creates blendclips with the ones already existing on your model.
TAG DROP; when i get a theme together, ill be adding a directory page to view these tags individually, or these tags can be filtered if you dont wanna see them.
#ocuusillies - silly fun little posts and reblogs. fun little posts on tungler dot com. unrelated to art or anything
#ocuudart - actual 3d related posts, either wips or finished pieces
#ocuudadvice - answered asks or posts related to tutorials, 3d modeling/rigging/etc questions, anything along those lines
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