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  4. Gumroad/Payhip Avatars
  5. Frieren by Kleymir_

Frieren by Kleymir_

Scheduled Pinned Locked Moved Gumroad/Payhip Avatars
looking forpatreonfrieren
145 Posts 53 Posters 31.5k Views 96 Watching
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  • MysticPixalM MysticPixal

    @JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.

    FallenShadowF
    FallenShadowF
    FallenShadow
    wrote on last edited by
    #31

    @MysticPixiv take your time, we all believe in you ❤

    ૮ • ﻌ - ა - Any upvotes are appreciated - ૮ ˶ᵔ ᵕ ᵔ˶ ა

    1 Reply Last reply
    0
    • MysticPixalM MysticPixal

      @JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.

      ?
      ?
      A Former User
      wrote on last edited by
      #32

      @MysticPixiv take your time!! we are all rooting for you!!

      1 Reply Last reply
      🤡
      0
      • MysticPixalM MysticPixal

        @JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.

        IceyMorgI
        IceyMorgI
        IceyMorg
        wrote on last edited by
        #33

        @MysticPixiv You got this! ❤

        1 Reply Last reply
        0
        • MysticPixalM MysticPixal

          @JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.

          SnowCatS
          SnowCatS
          SnowCat
          wrote on last edited by SnowCat
          #34

          @MysticPixiv rooting for ya!

          1 Reply Last reply
          0
          • MysticPixalM MysticPixal

            @JorJor if it helps to know, I've rigged, weighted, organized, and cleaned up the project. I'm on materials right now. Creator separated some of their texture images into multiple UDIMs, so certain things must be baked. And I'm not currently satisfied with how things look yet.

            J
            J
            JorJor
            wrote on last edited by
            #35

            @MysticPixiv Wow that was quick work, Looking forward to see this finished project!

            1 Reply Last reply
            0
            • MysticPixalM
              MysticPixalM
              MysticPixal
              wrote on last edited by
              #36

              I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.

              J cybergothhC junk80135J 3 Replies Last reply
              ❤
              4
              • MysticPixalM MysticPixal

                I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.

                J
                J
                JorJor
                wrote on last edited by
                #37

                @MysticPixal Working faster than most booth creators, My guy is killing it. wow weee 😎

                1 Reply Last reply
                1
                • MysticPixalM MysticPixal

                  I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.

                  cybergothhC
                  cybergothhC
                  cybergothh
                  wrote on last edited by
                  #38

                  @MysticPixal such a w, tysm for taking one for the team. I'm excited to see your work when its done!

                  ᶻ 𝗓 𐰁
                  𝙍𝙚𝙢𝙚𝙢𝙗𝙚𝙧 𝙩𝙤 𝙗𝙚 𝙠𝙞𝙣𝙙
                  Remember to upvote those who share!

                  1 Reply Last reply
                  1
                  • MysticPixalM MysticPixal

                    I found a shader called Mochie Uber which lets me use the Blender roughness, metallic, alpha, color, and normal maps directly. So it can look just like it does in blender. material combiner will only make the atlas map for the color texture, so I have to place each texture over the map it makes for each set lol.

                    junk80135J
                    junk80135J
                    junk80135
                    wrote on last edited by
                    #39

                    @MysticPixal based af

                    1 Reply Last reply
                    1
                    • PoohP
                      PoohP
                      Pooh
                      wrote on last edited by
                      #40

                      bump i have hope for the model please let me know when its released BUMP!

                      1 Reply Last reply
                      0
                      • yuiyukiiY
                        yuiyukiiY
                        yuiyukii
                        wrote on last edited by
                        #41

                        bump, I can't even get it to open in blender T^T it starts to load then crashes/closes, so I shall join the waiting team.

                        1 Reply Last reply
                        0
                        • J
                          J
                          JorJor
                          wrote on last edited by
                          #42

                          So excited to get my hands on this model... looks like such high quality

                          1 Reply Last reply
                          0
                          • H
                            H
                            Hoshino
                            wrote on last edited by
                            #43

                            Cant wait till Kleymir makes the Ryuko Model

                            1 Reply Last reply
                            0
                            • DinanutsD
                              DinanutsD
                              Dinanuts
                              wrote on last edited by
                              #44

                              can someone drop the fbx the blender file wont open for some reason for me

                              1 Reply Last reply
                              0
                              • froginspaceF
                                froginspaceF
                                froginspace
                                wrote on last edited by
                                #45

                                there is no fbx file, i tried making one but the model is so weirdly made i have no idea how to convert it, i might try again tho since i really want this to work

                                1 Reply Last reply
                                0
                                • omgkawaiiangelO
                                  omgkawaiiangelO
                                  omgkawaiiangel
                                  wrote on last edited by
                                  #46

                                  I’ve opened the file. It is a big blender file and you can technically export it to an FBX. The main issue is removing the preexisting rig to either convert it to a regular armature or make restart and make a new armature. Otherwise unity can’t import as a humanoid. I was not able to separate and delete the rig without messing up the entire model. If anyone knows how to separate it, and can send the FBX without the rig, making an armature and basic unity setup w/ materials and toggles would only take a couple days, really.

                                  i love all things cute!
                                  feel free to upvote / dm if needed x

                                  MysticPixalM 2 Replies Last reply
                                  0
                                  • omgkawaiiangelO omgkawaiiangel

                                    I’ve opened the file. It is a big blender file and you can technically export it to an FBX. The main issue is removing the preexisting rig to either convert it to a regular armature or make restart and make a new armature. Otherwise unity can’t import as a humanoid. I was not able to separate and delete the rig without messing up the entire model. If anyone knows how to separate it, and can send the FBX without the rig, making an armature and basic unity setup w/ materials and toggles would only take a couple days, really.

                                    MysticPixalM
                                    MysticPixalM
                                    MysticPixal
                                    wrote on last edited by
                                    #47

                                    @galazie It seems like you did not apply the armature modifiers or remove them from the meshes before attempting to separate each mesh from the rig.

                                    1 Reply Last reply
                                    0
                                    • MysticPixalM
                                      MysticPixalM
                                      MysticPixal
                                      wrote on last edited by
                                      #48

                                      I have a model uploaded, but I'm not satisfied with how I weighed the fingers. I'm also working on blendshapes currently. I forgot about VRChat's vram limit and a lot of the roughness/metallic maps seem to be compressed further on upload. I've settled for using liltoon. I'm taking a short break from this because it's been sucking most of my free time away.

                                      J 1 Reply Last reply
                                      ❤
                                      2
                                      • YuiCatY
                                        YuiCatY
                                        YuiCat
                                        wrote on last edited by
                                        #49

                                        thank you for your hard work, i am looking forward to seeing what you did yayayay

                                        MysticPixalM 1 Reply Last reply
                                        0
                                        • omgkawaiiangelO omgkawaiiangel

                                          I’ve opened the file. It is a big blender file and you can technically export it to an FBX. The main issue is removing the preexisting rig to either convert it to a regular armature or make restart and make a new armature. Otherwise unity can’t import as a humanoid. I was not able to separate and delete the rig without messing up the entire model. If anyone knows how to separate it, and can send the FBX without the rig, making an armature and basic unity setup w/ materials and toggles would only take a couple days, really.

                                          MysticPixalM
                                          MysticPixalM
                                          MysticPixal
                                          wrote on last edited by
                                          #50

                                          @galazie also, your time assessment is insanely low. I'm not sure how you got this metric if you couldn't figure out blender drivers and modifiers.

                                          omgkawaiiangelO 1 Reply Last reply
                                          0

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