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Quick test to see if I could get cloth sim working for a sitting pose. There's a couple issues, but an overall success, despite the complexity from having two layers of pleats. #b3d
Finally finished! This is my entry for the For Fans By Fans #MikuExpo #fanart contest. Now I need everyone to go rate it! If it wins, they'll make a shirt of it.
https://t.co/bcr891ussY
#Hatsunemiku #mikuexpo2019 #b3d #3dart #vocaloid @cfm_miku_en @ForFansxFans
Some big upgrades to my leg rig based on DanPro's tutorials: https://t.co/9mZv1eIKIL
The rig now maintains knee definition and doesn't just smooth everything out. #miku #b3d #3dart
Rebuilt my Miku toon shader using Cycles ToonKit OSL nodes. Pretty happy with it! Now I can tint my shadows and use normal editing without artifacts. But if I want bounce light, will have to composite it from a GPU layer. #b3d
Upgrading my eye textures with a 100% procedural texture. I started with a simple one, then did a paint over to figure out what I wanted, then made about the same thing with nodes. They are a bit of a mess though! #b3d
Hair shader blending using some normal tricks. Partially aligning the normals towards the camera flattens the shading and makes the hair look less like cylinders. +bevel node to blend intersecting strands together. Try the nodes or Normal Edit mod (direction + camera target) #b3d
New test pose with lots of problems that I didn't bother cleaning up, but fixed up a bunch of material and post-process stuff. Next is to implement highlight and shadow color shifts into the stack. #b3d
Normal transfer to improve the hair shading. It's destroyed my anime ring forehead highlight for the time being. Usually data transfer of normals gives jagged shading in Cycles, but the Bevel node cleans them up nicely! 2nd pic is comparison to old normals #b3d
Starting some shader and line work. Not quite happy with these eyelashes. But at least my face rig can pull off smug. #b3d