Zul'jinn had seen the water fight starting as he'd been swimming in from his wingboarding lesson with Mu'tai, and it was in full swing by the time he got to his chosen vantage point, comfortably chest deep in the pleasantly cool turquoise water. Anyone could be easily forgiven for thinking there was a severe mismatch going on between the combatants; comprising of the whiplike Avian Saun'de with the pocket rocket half-Avian Zara perched easily on his shoulders, versus the intimidating bulk of the Dragonkin Kae'lin with the buff Damian precariously and awkwardly balanced atop his.
Obviously, I haven't done uv mapping for a while. Last time was three years ago (jeez I'm so slow aargh it's too late for me save yourselves). So while I remembered how they worked and seem to have gotten better at actually making/unwrwapping them, I managed to completely forget what they were. So when I was setting up the paint object, I automatically selected the largest they had available (16k), because in Krita I always paint on 16bit canvases.
My working file blew out to 1.3Gb and as I mentioned previously was eating all my ram.
And then at some stage I remembered that the uv map is a canvas. Which meant I was working on a 16k x 16k px canvas. Which is slightly big. Oops.
And then the second noob mistake, I forgot to subdivide the bake object, which was why it was doing a terrible job of capturing my sculpt details. Oops again.
I was actually intending to do this on Friday, but I was also setting up some new backup drives (my original drive was appropriated) and needed to copy the old backup from my computer (where it's currently taking up a HELL of a lot of space!) and I found out the hard way that I can't use 3d Coat and have big copy operations going at the same time because it makes my computer run out of memory.
Above is ram and swap usage with 3dC open. Think it might have something to do with the 16k uv map I'm using. I have 32Gb of ram. I should probably get more.
I forgot to mention last update. Ages ago (6 years eep) I mashed a calendar for AER. Years later (because I always seem to notice glaring things years later, this does not bode well for whenever I finally get around to animating x_x) I suddenly realised, all the scientists in the Tranquility Calendar are guys.
They were all great and interesting people but seriously?
After looking at how erratic my steem and Patreon feeds can be, I guess I really better put in the effort to make these weekly, perhaps showing off the pathetic amount of progress I didn't make will kick me into working
more harder smarter.
So as I said last update I'm going back to what I know (which is keeping the polycount as low as possible) but experimenting in a slightly different direction (I have a probably unhealthy obsession with needing all the quads to be as square as possible so I tend to end up with slightly dense meshes).
Retopo continues at glacial speed. We're currently at 24 438 faces, should still (hopefully) be under 100k by the time I'm done with the rest of the fingers and the wings, and Blender should be able to cope with that. With luck I won't have to make it 100m tall for auto weight mapping to work.
Blender's viewport is massively outdated and exceedingly laggy. This has made trying to correct the weights on the ~300k poly model of Red agonisingly painful and take way, way longer than it should be. I still have plans to do a proxy for animating with, but that doesn't remove the need for the actual model to work. Apparently this will be fixed and updated later this year and from the sounds of the people who are braving it in its current bug-infested state, it will be wonderful. I'm not waiting around for it, I'll just let it catch up to me which is highly likely.
Finally got all the stupid hair guides sorted and grouped, time for some expression testing!
Which also gives me a chance to fix weight maps. The auto-weight mapping does a pretty decent job, but it's not perfect and touchups around the place are usually required (like for some insane reason half the innermost wing membrane was associated with the little finger why).
Blender notes: curve guides for particle hair and bonus hair colour without making separate emitter geometry
Add the hair in the usual fashion.
By default the hair will just sprout wherever. To restrict it to a certain part of the mesh, create a vertex group in vertex paint mode, and then use the group you created as a density map (found at the bottom of the particle panel).
I still haven't worked out whether it's better to keep a regular update even if it's "I'm an idiot and got stuck again" or just not say anything if I'm that stuck.
So after combing the hair into the right shape, I found out a few things.