Although first I notice that the stylized teeth have odd normal effects. Next I’ll adjust the placement of her teeth. This can be done through the Morph Editor if you have the Headshot plugin, and can be done to a limited degree by manipulating the materials for the Cornea. I will increase the scale of her Pupil and Iris. I’ll make a few other adjustments before I start altering her facial profile. I wanted to subtract some detail, so I didn’t use it initially. You can make further adjustments to the skin by activating the Skin Color options. If the normal maps are providing too much detail, dial down the normal intensity. This will create a simple foundation for your skin. Adjust the Saturation, Hue and Brightness until you achieve the desired skin tone.Ĭopy this texture and place it in the slots for the Body, Arms, and Legs. This will be the same as importing a gray texture. In the Adjust Color dialog, dial the Contrast to -100.Ĭopy the texture then save it in the same slot. Select the diffuse texture slot for the head. There are a few ways to do this - I will use the simplest method. Opacity operates on a black to white spectrum. In this case I will edit the opacity map, and use it as a reference when making the adjustments. I will use this same process to create stylized eye lashes. I see that this is still insufficient, due to the properties of this material, so I will adjust the Sclera brightness. I will then manually copy this eye texture over to the other materials for the eye, as they are not linked to the saved file. Unless the link is broken, saving the file in Krita will update the texture in Character Creator. I will save the texture, which is linked to a temporary file. Just a white to pink radial gradient for the sclera and a black circle for the pupil and iris. In Krita, I will be creating a very simple texture to replace the realistic version. You will need an image editor for this process If you do not have Photoshop, you can use an alternative such as Krita.Ĭlicking on the material channel and initiating the texture launcher will send the texture to your image editor. This is a simpler process than the teeth, as I’ll mostly be altering the textures. With the teeth created, I will work on the eyes. You may experience a warning during the import process, but the import should otherwise be successful. With the teeth created, export the character using the CC/iC add-on and import the FBX using the Blender Pipeline Plugin in Character Creator. For the Bottom Teeth, the vertex group must be “CC_Base_Teeth02”.ĥ.For the Top Teeth, the vertex group must be “CC_Base_Teeth01”. If you create more complex teeth using another method, you will need to assign the appropriate groups and weight maps and bind it to the armature. These teeth are also bound to the armature by default, using this method. Since the geometry has been extruded from the original teeth, I do not need to add vertex groups or weight maps. I will repeat this for the bottom teeth, then combine the teeth into one object. I will then delete the top row of polygons, which will allow for easy UV unwrapping.Ĥ. I’ll grab an edge loop from the top of the gums and extrude a simple shape for the top teeth. With the avatar imported, I’m going to use the geometry of the original teeth to build the anime teeth. Then, I’ll import the FBX file using the CC/iC Add-on in Blender.ģ. I’ll start by exporting the character using the Blender Pipeline Add-on in Character Creator.Ģ. While some cartoon styles do comprise realistic teeth, I’m specifically going for a very simplified, anime style.ġ.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |