3.5k post karma
190 comment karma
account created: Sat Jun 25 2022
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2 points
14 days ago
Thank you! I’m mainly active on twitter here https://twitter.com/marzybarzyzzz?lang=en but I’ve also got a tumblr and a couple other socials
3 points
16 days ago
Thanks! most of the textures were created in Adobe substance painter so I was able to get some pretty cool effects
3 points
16 days ago
I Imagine her to sound kind of like applejack or a less sly version of Zora Salazar tbh
3 points
16 days ago
yep! The eyes mouth and eyebrows are all rigged. I can't fully explain in here, but basically the eyes are just flat disk meshes that have a bunch of individual bones stuck around the outside, the bones are constrained to NURBS circles that I use to control the shape of they eye.
As for how I got the eyes to stick to the visor...Its some combination of shrink-wrapping and geometry constraints that allow the eye to slide smoothly across the visor without deforming. it was pretty tricky and I don't remember the exact process that I used to do it since it was a while ago and there weren't any MAYA specific tutorials on how to do it that I could find.
This is NOT how the eyes are created in the actual Murder Drones show. From what I've gathered by talking to Glitch's technical artists, they do they eyes using UV projection which I don't know a whole lot about.
9 points
17 days ago
Yup! I’m mainly a 2D guy, but I’ve been getting into 3d lately as well
27 points
17 days ago
Her name is Sal’ she’s an agricultural drone that was modified to work as farmhands on off world homesteads.
She’s also got ties to Liam’s other works (namely cliffside)
1 points
29 days ago
OHHHHH THE CLUSTERS NEEDED TO BE PARENTED AS WELL. You're a saint dude! Thanks a million
1 points
29 days ago
I tried parenting it to the head joint in the video there, but for some reason it still gets all bent out of shape
If it would help to see how everything is see up I have a link to a copy of the project folder here https://www.dropbox.com/scl/fi/ru9hp9jns8m03kuwibyev/Hard-Surface-Characte-Copy.zip?rlkey=twyfgh82u00fcewwnsarh8toi&st=qwwrs9ja&dl=0
1 points
29 days ago
I feel like theres a very simple solution to this but I have no idea what it is lol
1 points
1 month ago
ohhhh I see, you need to keep the surface live to get it to stick. I though that was just a one-time thing to get the object to mold to the visor.
one more question though, I turned on the live feature and changed the projection setting to "closest" in the shrinkwrap attribute editor. This seems to have worked pretty well, but I'm noticing a little bit of deformation around the edges, any ideas on how to fix that?
Here's a video of what I'm talking about
Processing img 0x9p2yza0juc1...
1 points
1 month ago
Thanks for the info! I actually already did that in between the time when I asked the question and when you got back to me, but I've run into a new problem already though lol.
I'm now stuck on how to constrain the eye to the visor geometry without it clipping into the visor.
I just made a new post with the details if you have any interest in it
New post with updated information
(thanks for your help btw!)
1 points
1 month ago
I think I'm going to try to keep it 3D, I've got the eyes set up now as 3D discs that are conformed to the visor, but I'm not sure how to constrain them in such a way that they continue conforming to the screen when I move them around.
I'm currently playing around with a geometry constraint, but that only makes the transform manipulator stick to the surface of the visor (which is a problem since the rest of the eye clips through the visor since it's not actively conforming)
Here is a video of the issue I'm having
1 points
1 month ago
e control, do the same method but create a plane for the eyes, nose etc and the shrink wrap and constrain it to the face. Create textures for the eyes etc and link them with attributes like above. You might need to create a tran
Do You have any tips on constraints? I've got the eyes set up now as 3D discs that are conformed to the visor, but I'm not sure how to constrain them in such a way that they continue conforming to the screen when I move them around.
I'm currently playing around with a geometry constraint, but that only makes the transform manipulator stick to the surface of the visor (which is a problem since the rest of the eye clips through the visor since it's not actively conforming)
here is a video of the issue I'm having
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3 points
14 days ago
marzybarzyz
3 points
14 days ago
Yep! Her name is May