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MsAgentFox — Ms. Agent Fox semi character sheet

Published: 2020-02-03 21:42:27 +0000 UTC; Views: 602; Favourites: 6; Downloads: 0
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Description forgot that I hadn't uploaded an updated version of her yet, this is the near-finished product. 

still plenty of changes to make, she's got some weight paint issues,
nothing game-breaking, but still wanted to get out of the way.

i made the hair and tail.

I made the textures for the hair, tail, face, ears, and outfit,
and edited together two different kinds of shoes together to create the new style (thigh highs + heels)

onto the information/backstory:

"Ms. Agent Fox"

Name: Eliza
Age: 32
Race: Caucasian
Gender: Female
Sexuality: Pansexual

i'd add some backstory to her later.
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Comments: 3

Schlucas [2020-02-06 14:36:03 +0000 UTC]

Refreshing look! Is there something you would recommend for hair shaping? It looks like you're using similar or the same method for hair and tail. I've done things from scratch here and there but still feel a bit clunky when it comes to shaping something that's... more fragile? Usually using curves in blender for basic shapes and going from there with sculpting and general shaping.

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MsAgentFox In reply to Schlucas [2020-02-06 18:04:24 +0000 UTC]

<: hello.~ everyone does everything significantly differently, but this is my method on how I create my own hair/tail.
may make a visual tutorial on it at some point, but i can't promise anything.

i'm only going to explain the buttons i use more in-depth for those just learning, so i apologize if it comes off that you don't know how to use the program. 
not my intention. ;v;'

personally, I use blender version 2.79.

I learnt how to do most of the things I do through video tutorials on youtube and also just looking up various questions when I came across a problem;
however! more specifically on the creation of hair and tails, but this I kind of just learnt how to do on my own.

I would select a section I liked from a hair I was, firstly, known allowed to edit.
let's say I wanted to create nothing but a cute curly hairstyle for example:

I first:

delete all the bones in "edit mode", except the head/root bone, switch back to "object mode",
select the hair mesh in "edit mode" as well, and delete every hair part except the one or more strands that you want to keep.

(anything and everything is changeable! don't worry if something doesn't look right, you can always alter it.)
 
hit the "L" button to select only that one group of vertices,
and hit "SHIFT+D" to duplicate it as many times as you like.

I move it off to the side, where I'd then hit "R" twice.
the "R" button is for rotation, and if you hit it twice,
you can rotate it any direction freely, giving you the ability to create seemingly individual/new parts based off different angles and changing the flow of their direction.

repeat as many times as you desire.

once semi-pieced together by accumulating as many of the parts as you like, 
while still in "edit mode" on the hair mesh, now is the time to use "proportional editing."

the shortcut for it is "O". there are different options when using it. when you see the up and down arrow icon in the button panel as it, click it, and use "connected",
because it only grabs and moves whatever vertices are in that one group, 
instead of taking the whole project with it when you stretch or shape the hair parts as you need/want.

from there, you can shape each individual strand, or, if you want to move entire masses/sections of hair at once, you can use the "C" button,
which allows you to grab any vertices you like with it, and use the "enable" option for the proportional editing tool.

when everything is to your liking, switch back into object mode, select the one head bone and tab back into edit mode.

next to the "edit mode" button is the "armature" button, or you can just use "SHIFT+A" to create a new bone. rotate and size it as best as you care for.
you don't need a ton of bones; it makes it unoptimized, but just bear in mind ~how~ you want the hair to move based off how many you want there to be.

place it however you like to the hair, and when done, right click on the bone, and right click onto the main/head bone itself.
there, you hit "CTRL+P" to parent it to that bone, but remember to always hit "keep offset" when it pops up with that box.

if you hit "connected", it's going to attach the bone you made to the main bone and not be a separate part of its own.
you can always undo the action with "CTRL+Z" if that happens, dw.

there, you select the ball at the end of the bone you just created, and hit the "E" button.
the "E" button is short for "extrude/extend", which creates a new bone. ideally, you want to drag it out to the size/amount of bones you'd like after that.

repeat the process down as much as you like.

from there, when you finish setting the bones in place as you like, switch back into "object mode",
select the armature, and tab into "pose mode".

here, you'll then make sure that under the armature tab, (the stickman between the chains and one bone symbols in the right-hand panel),
make sure that you have "pose position" selected.

then, with your armature now highlighted light blue, shift+right click on the hair mesh itself.
from there, you start weight painting each bone as you like.

I follow a specific procedure on how I do this.

I typically use the values:

0.0 for none.
0.5 for for half hard/half soft movement,
1 for full abrasive movement.

how I make my weight paint gradual is that I often follow this paint formation down the row of bones:
0.0
0.2
0.5
0.2
0.0

I never use 1 that much for hair, given that I love soft flowy styles when dynamic bones are implemented later through unity.

I'll probably add more detail to this sometime later, but I feel like I'm giving you homework. <':''' i'm sorry lmao
I just don't mind helping teach people how to make their own hairstyles or tails.


don't even get me started on uv map retexturing

I love it dearly, but it's definitely essential to creating your new styles entirely too.

just a whole mess to get into

i should probably just make tutorials lmao

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Schlucas In reply to MsAgentFox [2020-02-09 19:45:08 +0000 UTC]

TL;DR for ppl that aren't new to 3D modelling:
- copy existing strain
- use any means of duplication or array tools
- shape the multiple strains

Rigging is just practice and preference.

That being said, interesting method, probably not my cup of tea. I prefer to start from scratch instead of taking parts. Guess I'll stick to the curves for now

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