FBX support for imported geometry, plus textures. The texture manager opens with a double-click on the texture toggle ▦ (for models with UVs).
New default look for imported geometry: per-polygon flat shading, like ZBrush — quad diagonals no longer get in the way.
New display toggles next to the eye: ▦ — textures, ◐/○ — normal shading or Flat with no lights or shadows.
On imported meshes Thickness and Mask are now one modifier with two brushes. The weight colours show only while you work on it — the rest of the time the mesh keeps its plain colour and doesn’t distract.
buru
Are there any plans to release some sort of proper video guide/tutorial for this? I'm interested in the software but I'm not really sure where I'm supposed to start since the FAQ/docs doesn't really make a process clear.
buru, Sorry for the late reply! I was planning to release a process video this week, but the app was completely rewritten for a new workflow that's much more optimized, clean, and straightforward. I hope to release this update and record some short demo videos for it next week.
This program is a godsend!! It'll make modeling hair so much easier!! Though, I was wondering how to create groups in the software. I was combing through the FAQ and didn't see anything.
The first update of Stylized HairMesh Creator — a free tool for modelling stylized (anime) hair — is out, with new tools and fixes based on your feedback.
3d hair
anime hair
stylized anime character
Declan van West
Been using the tool today and its great! Though for some reason everytime I click "Curves to Walls", the curves are created, but the walls dont follow it and just jump straight to the end. Also could I request the ability to lower the opacity of imported meshes? As I'm making new hair based off some old hair, and the modifiers get covered by the old hair.
Here is the first public release of Stylized HairMesh Creator — a program I originally made for myself to model stylized (anime) hairstyles for 3D characters faster.
The idea is simple: you draw curves right on the character’s head, the program spans surfaces between them, and in the end turns it all into a clean quad mesh. Export the finished hairstyle as OBJ and polish it in Maya, Blender, Cinema 4D or any other package.
anime hair
3d hair
modelling
3d
stylized anime character
Vincher
Не хватает мануала или полного видео гайда для глупеньких(меня) Концептуально охуенно, штука точно полезная, но пока что сдвинуться с мертвой точки не удалось
To use facial tracking you will need one of the following options:
A mobile device with Live Link Face app installed, or
A regular webcam + iFacialMocap application.
If you are using Live Link Face: Simply connect your device to Unreal Engine. Don’t forget to switch the source in the Event Graph and Animation Blueprints.
If you don’t have a Live Link Face compatible device: You can use a regular webcam. Install the iFacialMocap plugin, add its node at the very beginning of the Facial Animation Blueprint (do not delete the Live Link node — just place the iFacialMocap node before it).
You will also need the iFacialMocap powered by NVIDIA Broadcast application. More detailed instructions can be found online.
rar
ChimeraMocap.rar309.12 Mb
ARKit Files
Please note that this model does not have ARKit blendshapes. The facial rig is fully joint-based.
The included ARKit files are provided in case you want to adapt the character for VRChat or other platforms. They can help you avoid creating all the expressions from scratch.
Lamb model based on the League of Legends. In the set model ready for animation in the format for Maya 2018 and above, fbx, textures, as well as scripts on mel for convenient work with the model.