Projected Texture Eyes - 13: Finishing Touches

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  • Опубликовано: 31 янв 2025

Комментарии • 15

  • @Mus_2001
    @Mus_2001 2 года назад +1

    Thank you for tutorials, I made it to the end and learned a lot
    (now I really want to support you on patreon)

  • @Zukeenyx007
    @Zukeenyx007 Год назад +1

    This has been an incredible learning experience, and I'm ever grateful for it. Just completed in Blender 3.6 with no issues. It's so robust!

    • @aVersionOfReality
      @aVersionOfReality  Год назад +2

      That's great to know! Glad you enjoyed it.
      I've been working on a new version that also uses a lot of geometry nodes. It saves a lot on shader compile because it can do a lot on the geometry level. Hopefully I'll have time to make a video about it.

  • @BN-qo5zc
    @BN-qo5zc 3 года назад +4

    Thank you for providing this! Only partway through the series, but really appreciate the effort and level of detail you went into.

    • @aVersionOfReality
      @aVersionOfReality  3 года назад +1

      You're welcome! Let me know if you have any questions, or requests for future videos.

  • @jack-zc3gj
    @jack-zc3gj 2 года назад +1

    Great tutorial! One potential weakness that I have noticed with this method, though it I think it may have to do with how I model faces since you have seemed to mostly avoid it, is that the eyes end up pointing outward by default. Since the face is not flat, the eye sockets are of course not aligned to the X axis but tilt outward. So in order to fit the eye rig they too have to point outward. (Sorry if I am not explaining the problem well. maybe an image would help.) The concave eye method does not have this problem for example, since the actual eye part axis aligned (as can be seen in your first video). Have not found a good way to counter this, but I have not given up. Overall though amazing tutorial and was well worth following as I learned a lot.
    Edit: Actually, I think I fixed the problem. I did not set up the bone rotation correctly.

    • @aVersionOfReality
      @aVersionOfReality  2 года назад +1

      Yeah, gotta watch out for issues there. Part of it is that many anime styles are also inconsistent about what angle eyes are at depending on if you're looking from the front or side. If you want to get really fancy, you can use Geometry Nodes to change the eye plane too!

  • @RoLLsanReg
    @RoLLsanReg 2 года назад +1

    Great series! I put off these videos for about a year, but finally had the courage to finish this. It's probably too late, but instead of rigging both sides using x-mirror, it's better to use symmetrize (Edit mode: Armature -> Symmetrize ), with symmetrize you just need to rig one side (parenting, constraints etc) with .l and .r ofcourse, after that select whole rig with "A" (default) and use it. I didn't run into problems using it before and didn't run into it now through the whole series, but maybe i'm lucky one. ^^'

    • @aVersionOfReality
      @aVersionOfReality  2 года назад +1

      That's a good point! Keep in mind that Symmetrize does the same thing as deleting half the mesh and adding and applying a mirror modifier. But it doesn't give the options that mirror modifier does, like mirroring UVs. I'm pretty sure there's some reason or another that I didn't do it all with mirror mod, but I can't remember at this point. Watch out for any circumstances where being a true mirror would matter.

  • @TalesofHaibane
    @TalesofHaibane 3 года назад +1

    Thank you for this tutorial series! I had a question regarding the merging of the two rigs. I've made a rig using rigify and I've followed your steps to the letter, but I've nevertheless hit a snag. Once the eye rig is joined to the body rig, the controllers for the eye rig kind of freak out and shrink? is the only way to describe it. Any way I can fix this?

    • @aVersionOfReality
      @aVersionOfReality  3 года назад +1

      Check that both rigs have any rotation and scale applied. If that doesn't solve it, send me the file and I'll figure it out (see About page for contact info).

    • @TalesofHaibane
      @TalesofHaibane 3 года назад +1

      @@aVersionOfReality That was indeed the issue! Thank you so much for your help, it is greatly appreciated :)

    • @aVersionOfReality
      @aVersionOfReality  3 года назад

      @@TalesofHaibane Always happy to help!

  • @user-rd1jq2lo6p
    @user-rd1jq2lo6p 5 месяцев назад +1

    Hey, I learned a lot from this so thanks. i just ran into this kind of problem. I noticed that when i Rotate the Iroot bone, the displaces go off the area where the Iris is on the mesh. anyway for me to fix that?

    • @aVersionOfReality
      @aVersionOfReality  5 месяцев назад

      I'm not exactly sure what you mean. Can you send me a clip or the file? My email is in the channel description.