How do you make a FBM for Genesis?!

Testing6790Testing6790 Posts: 1,091
edited December 1969 in Art Studio

I'm very familiar with the basics of how to, in fact I've attempted a few of my own. The question is more "How on earth to people make them actually look good." I've tried a couple times at making my own FBMs, one to replicate NearMe from Genesis. I got the body perfect but the head is totally screwed up.

How do you keep everything symmetrical?
How do you edit stuff like the mouth and eyes without ruining Genesis morphs like "eyes closed" and "mouth smile?"

My goals are to make a decent looking anime figure and to make a NearMe, but all of these things are proving very difficult to overcome.

I use Sculptris, btw.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,961
    edited December 1969

    Symmetry would be handled, ideally, by the modelling or sculpting application - unfortunately if you are using the free Sculptris it doesn't have symmetry.

    As for handling things like teeth and other morphs - most modellers have some kind of masking or seelction tools to control what is affected, so one can protect certain areas and then adjust them with general scaling and translation later. Making sure expression morphs and the like work with radical morphs, such as the Aiko/Hiro head, usually involved hidden correction morphs made by exporting a "bad" morph, with both expression and morph applied, then importing with reverse deformations on to leave only the correction in a new morph which is linked to both the expression and the FBM with multiply so that it kicks in only when both morphs are non-zero (of course for a freebie you could leave it as a visible morph to be set by the user).

  • SickleYieldSickleYield Posts: 7,639
    edited October 2013

    (EDIT: Crosspost with Mr. Kitty. What he said, basically.)

    Some tools are inherently harder to get these results in. I don't use Sculptris (I use Blender for morphing) and cannot speak to its specific capacities.

    The answer to the second question is, you can't. Instead you make corrector morphs for the head's pose controls. If you turn on hidden items in Parameters you will see a large list of invisible helper morphs that are included to help a character like Aiko or the Chibis (for instance) properly smile, close their eyes, etc. These characters often have included expression morphs as well, because their features are too different for the original ones to work properly.

    I haven't yet made a character far enough off-model to need this much help, so I can't share a workflow yet for their ERC setup. Broadly you make a corrector morph by:

    -Turning on your original morph, then exporting the original pose control as an obj
    -Sculpting the obj into the proper shape
    -Reloading as a morph with "reverse deformations" checked and "MCM" in the name.

    Post edited by SickleYield on
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