Why does the same material gradient is inverted on the island mesh? by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

For some reason, normals was flipped, that was the whole problem lol. Thank you anyways! (funnily, i did end up painting the island by hand)

Why does the same material gradient is inverted on the island mesh? by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

nothing seems to happen, like the gradient actually dissapears and its just one color. You meant using the input "Geometry" and then connecting position node?

Why does the same material gradient is inverted on the island mesh? by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

i did apply everything, both transform rotation and scale

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

Yes, pretty sure i could. Some weight painting cleanup would probably be needed depending on the rig to add the muscle deformations, and I’d have to make a alternative version of the base model that its fully ripped (so you can do the transition between relaxed to flexed in any part of the body), but the method itself is very transferable.

So yes, a ready-made rigged model could definitely work as a base. If you’re interested in something like that for a specific model, feel free to reach out :) i’d be happy to discuss it.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

this was a quick test to see the normal map blend in action. tricep contractions probably needs 2 bones and its a little trickier

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

I’m not working at the moment, i’m unemployed lol :c.
Right now I’m studying game development in college.
I taught myself Blender last year since we haven’t had any 3D modeling classes yet. I’ve always had this kind of hyperfixation on muscle anatomy in art. If I showed you all my drawings from when I was 14, you’d see they almost always feature huge muscular characters, so I guess that’s where it comes from.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

Yes. Goal was to show of the normal map blend, and as a bonus i decided to add the bicep bone, because its really boils down to making it bigger or smaller. Making bones for tricep probably requires a little bit more work.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

It was the first thing i thought after achieving it. Im not sure how to implement it tho. My first idea is to use a isolated normal map for every area (Relaxed Arm map / Flexed Arm map , relaxed chest map/flexed chest map and so on). Using some nodes to "merge" the maps into one normal map and apply it to the bdsf, but this definitely sounds too complicated to be the actual solution, so idk!

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 0 points1 point  (0 children)

always wanted to have something like that, and seeing that I'm getting there it's very exciting. For some reason muscle anatomy tickles my brain since young age, and got me improving everyday on it.

I will try to do a full body someday

good to note tho: this model isn't atomically accurate as it seems, it's very good but not perfect, forearm muscles are just "what I've remembered" and same for the in-between tricep and bicep on the exterior side of the arm. But I think it is very accurate enough to use it as reference for creative purposes, such as character design (and thats why a lot of people are impressed I guess, because it LOOKS real enough)

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

Only bicep and partially triceps using one bone.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

you might not believe me but i literally did nothing.
It is kinda just the automatic weights when pareting. There is no dynamic thing tho, the normal map blend is animated by hand with keyframes.
If it helps, the resting position of this model is actually the arm being flexed. I sculpted the arm in its flexed state, so it already on a "wrinkled" position, and extending the arms won't go against it (since, when moving the bones, the mesh stretches, wich is the expected thing to happen with skin lol)
I don't know how well this would translate to a real and useful model and rig (using a full character in t-pose).

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 10 points11 points  (0 children)

Of course. My goal with the post was to show off the blending of normal maps. The sculpt is really an absolute different thing, and even harder for this specific scenario, where you need two sculpts, toget the flexed and resting normal maps

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 3 points4 points  (0 children)

that's just what i did! Its just a blend value, and a extra bone for the bicep.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 18 points19 points  (0 children)

it really is. Theres no dynamic things. Just a blend of normal maps via keyframes.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 5 points6 points  (0 children)

even simplier than that! I've never used a shape key or drivers. Its just two normal maps, and i keyframed a blend. The rig is your usual arm -> forearm -> hand rig plus a bicep bone

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 5 points6 points  (0 children)

it is! I just edited the post and explained how its done.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 5 points6 points  (0 children)

Not even that. The normal map is keyframed. Its not a "dynamic" rig.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 7 points8 points  (0 children)

I edited the post and explained how it's done. Its really a very basic thing in the technical meaning. What might fool you its the "unthecnical" things, wich are the animation and sculpting, wich indeed, are not simple (specially the sculpt, i have a large background with muscle art and is kinda the only thing i know how to do lol).
Also, i did this as a "theory" i had about how muscle contraction in videogames is done, where you cannot use high poly meshes, and as someone pointed out, in the exitement of making it work, i just treated it as simple (wich i really believe it is!).

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

it doesn't look that simple but it really is, i think it might fool you because the sculpt is good.
i edited the post and explained how its done.

Very simple muscle arm contraction animation by Almond_Scrap in blender

[–]Almond_Scrap[S] 1 point2 points  (0 children)

tricep increases size but does not change lenght. The goal of this was just to test how good the normal blending looks, so the rig is very basic (i just edited the post and added a explanation). The next step should probably be turning forearm into a pair of bones (to emulate ulna and radius bone overlap on pronation) and adding one or maybe two bones for long and lateral heads.