AH! Well, it's been a while since I posted in this topic. But that's because I was preparing the attached file!
It has all the models I made for this and then some! I was thinking about posting it to the site as a sketch-thingy for people to use, under OGA_BY with the mention that I'd love for any full-on actually rigged/textured characters made with this to be under a similar (Non-SA) license because I'd love for there to be more in the Creative Commons!
But, the question is, do you think the stuff is useful? I'm fully aware it's not really "generic" enough to use as generic bases, but that wasn't quite my intention as much as providing inspiration to make all new characters!
Well, I did try, but on the Al Menoir one at least; there were no internal faces detected and even using your tips I found Meshlab difficult to work with at best.
Again, I must ask, are you familiar with TinkerCAD? Because, I mean, I'd presume it has a lot of quirks compared to other modeling programs in terms of how it exports, and I have noticed it can cause these sorts of internal-hidden-geometry issues, but not as much as probably straight-up kitbashing in Blender does. Since it seems to take the external mesh (Or what it interprets as such) and export just that directly.
But, I did do some stuff with two of the models above, specifically using Decimate in Blender on 'em both to bring down the polycount, and detecting non-manifold verticies to find what's wrong with the geometry so I can fix it. From looking at the new versions, do they look better/more usable for game stuff?
Ah. Well, as you can see, again that's way beyond my skill level. And, while I do try to work with from-scratch, I consider the kitbashes different artistically, with the weirdness created by the mingling of elements being distinct from the sort of designs I'd make from scratch. Sorta like the difference between painting and collage art if you get me.
I may just use 'em as "maquettes" for model sheets to put up as concept art, ala again the one Grapple Girl was built from or the way Zonked uses his 3d sculpts, so people can use 'em more properly as guides.
Tho, from what I can tell, Tinkercad-kitbashed meshes don't really have that issue of internal geometry and duplicate faces, aside from non-manifold verticies I have to manually fix in Blender before doing stuff in Sculptris with 'em.
I'm presuming you're coming from a place of kitbashing in Blender n such, given that TinkerCAD handles it differently. Namely it handles it more like solid objects rather than networks of verticies; which I'd presume is where the weird higher-poly edges come from when exporting. Does that change anything regarding your advice?
Ah. So, basically what you're saying is that the method by which TinkerCAD exports models makes them needlessly messy, and the only way to fix 'em'd be a process well above my skill level; that's probably too much of a pain in the ass for anyone actually competent at 3d modeling to find worth their while to make 'em usable...
Well, poop. Tho, I might as well ask, do you think the actual design concepts are any good regarding the models? Like, my own perversity aside, do the character designs themselves look unique and interesting? And, do you think they could at least be useful as "rough sketch" maquettes to be used as design inspiration for actual competent modelers to make stuff from scratch based on those designs? Like, inspiration for those who want to take those design concepts and make something from scratch that's usable?
Cause, I am more of an artist than an actually-competent-modeler, and I do wonder if these'd work well as "concept art" to inspire. Kinda like Zonked's stuff (Tho Zonked is way cooler and better at it than me)...
Again, still wondering, how do people who actually know things regarding modeling feel abt this? I know the edges look a bit... ragged with lots of extraneous points, but IDK if that's a problem or not?
She's a fair bit simpler in construction than the other, so I'd presume the mesh'd be less messy. For those who are; again; actually competent at modeling, is she usable?
Huh. Interesting. I'd used that program before, but only tried it for this one really cheap 3d scanner that kinda sucked. I may have to give it another go.
Looking at the example one I linked, what would you say I'd need to apply there from that remeshing program to get it to be workable? And, how workable would you say it'd be?
Yeah, agreed there. Like, I am extremely against the propagation of pedoshit in the community of NSFW art and disturbed by how it's been so normalized to a degree you'd probably be distressed to hear. Like, can't they fucking do sizeplay shit in a way that's weird-but-not-horrible like Midna-bodytypes/shortstacks or Modestly Giant Women? And if I see one more fucking sexualized Gwen Tennyson I'm going to fucking scream. But I digress.
I actually took a screencapture of the stuff I was gonna post for that one thing that got ka-spammer-filtered, so I might as well use this post to show that:
So, I do wonder how much of the stuff from those second bullet-points could be done within the site's current restrictions. Thoughs? Should I post that list on the asset-request-y part of the forums?
I get what you're saying loud and clear. And, while I had heard it was more gray, I can wholly understand why you wouldn't want to touch that sort o thing with a ten-foot pole. I'll just stick to 3d-printable toymaking with those.
I feel I may have miscommunicated, in that I don't mean I based it on those models, I directly used those models, ripped from the games, gotten via the Models Resource, in a form of collage art like cutting out pictures from magazines, with all the legal stuff that implies.
And I was thinking that any of the ones made "from scratch" using the collage-models as a starting reference would only be really using the original elements of the design, IE the new character I personally created from them, rather than the license of the component parts. Which I think'd be legally defensible if I've done my job and made said collage-design aesthetically distinct from the parts I used.
Like, to give an example, if one were to make original illustrations for the works of Henry Darger, you'd just have to get the license for Darger's works rather than for all the magazines he used to make his original images, at least that's my logic here.
And I wasn't thinking of hosting them on the "main" archive, god no, I'm not dumb enough to think that'd be at all legally defensible, I was thinking more of putting links to them on this thread for artists to use to make their own actually-archivable creations.
Though, I suppose that leads to the question, if I didn't tell you, would you be able to tell what parts I had used in the sample design's making? Because, that'd go a long way whether the composite-design stands enough as its own thing enough for what I meant its use for.
AH! Well, it's been a while since I posted in this topic. But that's because I was preparing the attached file!
It has all the models I made for this and then some! I was thinking about posting it to the site as a sketch-thingy for people to use, under OGA_BY with the mention that I'd love for any full-on actually rigged/textured characters made with this to be under a similar (Non-SA) license because I'd love for there to be more in the Creative Commons!
But, the question is, do you think the stuff is useful? I'm fully aware it's not really "generic" enough to use as generic bases, but that wasn't quite my intention as much as providing inspiration to make all new characters!
Well, I did try, but on the Al Menoir one at least; there were no internal faces detected and even using your tips I found Meshlab difficult to work with at best.
Again, I must ask, are you familiar with TinkerCAD? Because, I mean, I'd presume it has a lot of quirks compared to other modeling programs in terms of how it exports, and I have noticed it can cause these sorts of internal-hidden-geometry issues, but not as much as probably straight-up kitbashing in Blender does. Since it seems to take the external mesh (Or what it interprets as such) and export just that directly.
But, I did do some stuff with two of the models above, specifically using Decimate in Blender on 'em both to bring down the polycount, and detecting non-manifold verticies to find what's wrong with the geometry so I can fix it. From looking at the new versions, do they look better/more usable for game stuff?
Ah. Well, as you can see, again that's way beyond my skill level. And, while I do try to work with from-scratch, I consider the kitbashes different artistically, with the weirdness created by the mingling of elements being distinct from the sort of designs I'd make from scratch. Sorta like the difference between painting and collage art if you get me.
I may just use 'em as "maquettes" for model sheets to put up as concept art, ala again the one Grapple Girl was built from or the way Zonked uses his 3d sculpts, so people can use 'em more properly as guides.
Tho, from what I can tell, Tinkercad-kitbashed meshes don't really have that issue of internal geometry and duplicate faces, aside from non-manifold verticies I have to manually fix in Blender before doing stuff in Sculptris with 'em.
I'm presuming you're coming from a place of kitbashing in Blender n such, given that TinkerCAD handles it differently. Namely it handles it more like solid objects rather than networks of verticies; which I'd presume is where the weird higher-poly edges come from when exporting. Does that change anything regarding your advice?
Ah. So, basically what you're saying is that the method by which TinkerCAD exports models makes them needlessly messy, and the only way to fix 'em'd be a process well above my skill level; that's probably too much of a pain in the ass for anyone actually competent at 3d modeling to find worth their while to make 'em usable...
Well, poop. Tho, I might as well ask, do you think the actual design concepts are any good regarding the models? Like, my own perversity aside, do the character designs themselves look unique and interesting? And, do you think they could at least be useful as "rough sketch" maquettes to be used as design inspiration for actual competent modelers to make stuff from scratch based on those designs? Like, inspiration for those who want to take those design concepts and make something from scratch that's usable?
Cause, I am more of an artist than an actually-competent-modeler, and I do wonder if these'd work well as "concept art" to inspire. Kinda like Zonked's stuff (Tho Zonked is way cooler and better at it than me)...
Also, I made two others, also available for download!
Again, still wondering, how do people who actually know things regarding modeling feel abt this? I know the edges look a bit... ragged with lots of extraneous points, but IDK if that's a problem or not?
Well, here's another one, with a dropbox link you can check out. Now with a good pic too!
She's a fair bit simpler in construction than the other, so I'd presume the mesh'd be less messy. For those who are; again; actually competent at modeling, is she usable?
Huh. Interesting. I'd used that program before, but only tried it for this one really cheap 3d scanner that kinda sucked. I may have to give it another go.
Looking at the example one I linked, what would you say I'd need to apply there from that remeshing program to get it to be workable? And, how workable would you say it'd be?
:EDIT: Also, here's a secondary version I made with abit of work in Blender and some poly-reduction/re-sculpting in Sculptris, how much easier would that be to work with compared to the original?
Yeah, agreed there. Like, I am extremely against the propagation of pedoshit in the community of NSFW art and disturbed by how it's been so normalized to a degree you'd probably be distressed to hear. Like, can't they fucking do sizeplay shit in a way that's weird-but-not-horrible like Midna-bodytypes/shortstacks or Modestly Giant Women? And if I see one more fucking sexualized Gwen Tennyson I'm going to fucking scream. But I digress.
I actually took a screencapture of the stuff I was gonna post for that one thing that got ka-spammer-filtered, so I might as well use this post to show that:
So, I do wonder how much of the stuff from those second bullet-points could be done within the site's current restrictions. Thoughs? Should I post that list on the asset-request-y part of the forums?
I get what you're saying loud and clear. And, while I had heard it was more gray, I can wholly understand why you wouldn't want to touch that sort o thing with a ten-foot pole. I'll just stick to 3d-printable toymaking with those.
But boy does this show how much our fair use laws suck in the US. Like, TBH, I wish we'd adopt these extra factors of fair use into our law, since that'd allow copyright to reflect the way people actually use IP so much more...
I feel I may have miscommunicated, in that I don't mean I based it on those models, I directly used those models, ripped from the games, gotten via the Models Resource, in a form of collage art like cutting out pictures from magazines, with all the legal stuff that implies.
And I was thinking that any of the ones made "from scratch" using the collage-models as a starting reference would only be really using the original elements of the design, IE the new character I personally created from them, rather than the license of the component parts. Which I think'd be legally defensible if I've done my job and made said collage-design aesthetically distinct from the parts I used.
Like, to give an example, if one were to make original illustrations for the works of Henry Darger, you'd just have to get the license for Darger's works rather than for all the magazines he used to make his original images, at least that's my logic here.
And I wasn't thinking of hosting them on the "main" archive, god no, I'm not dumb enough to think that'd be at all legally defensible, I was thinking more of putting links to them on this thread for artists to use to make their own actually-archivable creations.
Though, I suppose that leads to the question, if I didn't tell you, would you be able to tell what parts I had used in the sample design's making? Because, that'd go a long way whether the composite-design stands enough as its own thing enough for what I meant its use for.
As another test on the originality of the composite-collage designs, here's a link to images of another design I made using similar methods, can you guess what models I used in that?
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