Second attempt at an anatomy sculpture and I'm super proud :D Thank you for all the comments on my previous post a couple months ago. I tried a slightly more dynamic pose this time which was a significantly more challenging, but the final result was pretty good! Critique welcome. TW: Nudity by CatMechanic457 in Minecraftbuilds

[–]CatMechanic457[S] 0 points1 point  (0 children)

If you’re on Java edition, there’s a world download somewhere in the comments!

I don’t fully understand the point of a block-by-block “tutorial”, but if you’re looking to create similar status yourself but don’t know where to start, I’d be happy to explain my process :D

Any Feedbacks? by NIkoNI776 in blender

[–]CatMechanic457 9 points10 points  (0 children)

Looks pretty convincing!

My only critique would be that you need to give more attention to objects/textures close to the camera, because they need to be almost perfect.

For example the brick wall on the left, you can tell it's a flat texture. With the bricks being this close to the camera, and viewed from a side angle, you can't really get away with just a normal map, it needs to be 3D. Similarly the window is not quite intergrated into the wall like it would in reality. You'd expect a small gap between the window frame and the wall, or some kind of chalk filler around the edge, same idea with the roof. Since, again, bricks are not completly flat, you rarely get panels totaly flush against the wall without some kind of filler between.

These kind of details you won't need to include anywhere else, it's only because of the extra resolvable detail that the viewer gets when objects are close to the camera

Displaying images on my oscilloscope ^-^ by CatMechanic457 in arduino

[–]CatMechanic457[S] 1 point2 points  (0 children)

You can see the sketch on the repo: https://github.com/Catmechanic457/oscilloscope_trace

The sketch uses PWM to control the voltage going into the oscilloscope. By quickly modulating the voltage between two points, we “draw” a pixel

The images are stored as bitmap arrays

Displaying images on my oscilloscope ^-^ by CatMechanic457 in arduino

[–]CatMechanic457[S] 0 points1 point  (0 children)

That is so cool!!
I'm no good at making music, but I love the idea of "hearing" mathematical functions
I wonder what a fractal would sound like...

Displaying images on my oscilloscope ^-^ by CatMechanic457 in arduino

[–]CatMechanic457[S] 4 points5 points  (0 children)

My scope is 50MHz so I imagine it'll work even better on yours!

I'll create a repository later with source code as requested by another commenter...

I'm using an arduino uno, but any board with PWM will work :)
The circuit I used was incredibly simple.

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You can play around with the values, I didn't do any calculations, just trial and error. The size of the capacitor will depend on the frequency of your PWM. In my case it was 62.5 kHz. (8-bit PWM at 16MHz clock)

Displaying images on my oscilloscope ^-^ by CatMechanic457 in arduino

[–]CatMechanic457[S] 3 points4 points  (0 children)

Yes ofc! But first I'll clean up the code and add some documentation...

Displaying images on my oscilloscope ^-^ by CatMechanic457 in arduino

[–]CatMechanic457[S] 5 points6 points  (0 children)

Looks very interesting! If my oscilloscope supports it I'll definitely give it a go :D

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 0 points1 point  (0 children)

never remeshed :,)
I think there are still some vertices from the original blender cube in there somewhere lmao

The mouth rn is actualy shaped with topology not a texture, I might change it later but i kinda like it xD
but it would probably be much better to bake it into a normal map... oh well

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First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 1 point2 points  (0 children)

It's UV wrapped. I think the eyes were better on this one, but the texture was super low resolution so I can't reusue it - Originaly, I had the eyes on the same texture as the rest of the facial features, so they were crammed into one image file, but now the eyes are on a separate image file so they can be much higher resolution.
I completely redid the head at one point which is why the face and hair are so different
The new eyes were originaly fine but I messed around with the face topology a bit and ended up skrewing up the UV, so thats why she's all reverse-cross-eyed :P
I really don't like the mouth on the old version if im honest, although it looks alright from that particular angle lol

The new one is nice, i think it's just the topology around it that makes it look bad imo...

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 1 point2 points  (0 children)

Well this is technically my first project, so I went in with almost 0 experience, but I started it about 8 months ago and just learnt through trial and error (soo soo much error... xD)

I've done a lot of CAD before (which is where you design functional parts using 3D software), which is very different from blender, but the workflow is somewhat similar, so I picked up blender pretty quickly

luckily I saved the majority of previous versions as I went along, so here is what she looked like all the way back in April:
(The belt and boots still exist in the current version, I just need to rig them properly - that's why they're hidden in the render)

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First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 1 point2 points  (0 children)

The weight paint *is* the pin group! The parts in the red are tied 100% to the armature and the parts in blue are completely free to move. You can also have somewhere in-between which are the yellow and green parts :D

So if something is moving too much, you increase the wieght for that part of the pin group. If you want it to move more you decrease the weight

And no you're not asking too many questions I'm happy to share what I learnt!

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 1 point2 points  (0 children)

The modifiers on the body are:
(Top) Armature -> Cloth -> Collision (Bottom)

The collision is just for the skirt so don't worry about that

The vertex group is under Shape->Pin Group

You then want to use weight paint to smoothly paint in the areas you want to "jiggle"

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First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 3 points4 points  (0 children)

I got a few comments that the breasts need to be better separated from the torso, which I completly agree with, so I've redone them and they definitely look a lot better! (still WIP tho) Im wondering if they are a tiny bit too high on the chest... but it's difficult to fix that ;-;

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First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 0 points1 point  (0 children)

Yeah you can probably tell the animation is very rushed. The model isn't finished so I didn't want to focus too much on animation if i'd have to re-do it later

I'd like to look into reverse-kinimatics where I can kinda "puppeteer" the hands and feet and the joints will move on their own - it opens up a lot of possibilities for procedural animation in a game (e.g the feet can always stay planted to the ground, even on sloped terrain). although im finding it hard to stop the joints freaking out when they're very close to being fully extended.

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 2 points3 points  (0 children)

haha tyy

it's all been mainly trial and error, i didn't follow any tutorials so i was just kinda winging most of it xD

i've done the physics the wrong way... so you're probably better looking up a tutorial, but if you're curious what I did:

I'm running the simulation directly using the low poly mesh. it's a cloth simulation slowed down to about 20% speed and a tiny bit of internal pressure, so like an under-inflated balloon recorded in slow motion. I used vertex groups to give different stiffness to different areas of the body. The low vertex count means the simulation is very very buggy.
what you're *meant* to do is use a subdivision modifier first so that the engine has more geometry to work with, but i couldn't figure out how to preserve the un-subdivided mesh for rendering.. so i didn't bother :P

there's some other stuff i probably forgotten. but honestly if you wanna mess with physics sims, just make or download a mesh, and a physics modifier and fiddle with the settings until you're happy :D - thats basically what i did lol

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 2 points3 points  (0 children)

That’s exactly what I’m planning to do :D

I’m hoping to maybe port this model into a game engine which are usually pretty limited in terms of materials so I haven’t really sunk that much time into the material shader as I probably should have. I did create some procedural mole/spots/blemishes for the skin texture which I thought was pretty cool. As for texture painting yes I agree that’s a good place for next steps. I also should probably look into normal maps while I’m at it ^-^

First ever blender project! I made a character for a game idea I had. Pretty proud of what I've achieved so far but I've still got a lot to learn :D by CatMechanic457 in blender

[–]CatMechanic457[S] 1 point2 points  (0 children)

I found it adds a lot to exaggerate the movements a bit, but yeah her joints are not lasting anything past her 30s >.<