I've recently been told on good authority by someone who's work I've admired for many years now that the best way to force yourself into texturing (as reluctant as you might ever be because of contraints like RAM issues that force you to wait forever for basic actions to complete) is to get into character modelling and to begin by reverse engineering a model or character you really like to keep you motivated instead of finding easy distractions or throwing your arms up in the air. Once you wrap your head around the key concepts this way and see that it can all actually work, it tends to be much easier to jump in and do original work after seeing someone elses, especially when you can tweak and mess with it to figure out shaders and things like that. That and I'm really really sick of modelling machines and my phobia of character and texture work. Two birds with one stone damnit! View attachment ai.imgur.com_d1mkHs.png Raw model: (obj converted from pmx) View attachment ai.imgur.com_Rt2zks.png Raw texture: (original is tga) I won't lie. I'm a huuuuge Vocaloid fan. And I've been wanting to learn how to make anime-style characters that don't look like complete shit for years, since I've been avoiding drawing characters like the plague because of my awful depth perception and sense of shade and contour in 2D work. ...So I'm going to start by working backwards from the model he made and texture files involved and re-building Miku here. I'm going to start out by re-doing the topology of this model because she's made of nasty nasty tri's instead of beautiful flowing quads (likely starting with her face and hair) and re-UV'ing her, then trying to lay the textures on and experimenting with shaders to get the anime-look while avoiding the freaky/creepy-anime look that's annoyingly easy to re-create when you start making mistakes that totally ruins the illusion of moe! It can exist, damnit! Once I figure that out, I'll be trying to make something from scratch. I'd really like to make Hanako since she's quite simple in terms of hair and other characteristics but can become more complex as you add detail. Plus she's kind of super-adorable (SQUEE <3). And if I can nail that SAoY uniform in 3D, that's be nice too =3= I've recently been told on good authority by someone who's work I've admired for many years now that the best way to force yourself into texturing (as reluctant as you might ever be because of contraints like RAM issues that force you to wait forever for basic actions to complete) is to get into character modelling and to begin by reverse engineering a model or character you really like to keep you motivated instead of finding easy distractions or throwing your arms up in the air. Once you wrap your head around the key concepts this way and see that it can all actually work, it tends to be much easier to jump in and do original work after seeing someone elses, especially when you can tweak and mess with it to figure out shaders and things like that. That and I'm really really sick of modelling machines and my phobia of character and texture work. Two birds with one stone damnit! View attachment ai.imgur.com_d1mkHs.png Raw model: (obj converted from pmx) View attachment ai.imgur.com_Rt2zks.png Raw texture: (original is tga) I won't lie. I'm a huuuuge Vocaloid fan. And I've been wanting to learn how to make anime-style characters that don't look like complete shit for years, since I've been avoiding drawing characters like the plague because of my awful depth perception and sense of shade and contour in 2D work. ...So I'm going to start by working backwards from the model he made and texture files involved and re-building Miku here. I'm going to start out by re-doing the topology of this model because she's made of nasty nasty tri's instead of beautiful flowing quads (likely starting with her face and hair) and re-UV'ing her, then trying to lay the textures on and experimenting with shaders to get the anime-look while avoiding the freaky/creepy-anime look that's annoyingly easy to re-create when you start making mistakes that totally ruins the illusion of moe! It can exist, damnit! Once I figure that out, I'll be trying to make something from scratch. I'd really like to make Hanako since she's quite simple in terms of hair and other characteristics but can become more complex as you add detail. Plus she's kind of super-adorable (SQUEE <3). And if I can nail that SAoY uniform in 3D, that's be nice too =3= I've recently been told on good authority by someone who's work I've admired for many years now that the best way to force yourself into texturing (as reluctant as you might ever be because of contraints like RAM issues that force you to wait forever for basic actions to complete) is to get into character modelling and to begin by reverse engineering a model or character you really like to keep you motivated instead of finding easy distractions or throwing your arms up in the air. Once you wrap your head around the key concepts this way and see that it can all actually work, it tends to be much easier to jump in and do original work after seeing someone elses, especially when you can tweak and mess with it to figure out shaders and things like that. That and I'm really really sick of modelling machines and my phobia of character and texture work. Two birds with one stone damnit! View attachment ai.imgur.com_d1mkHs.png Raw model: (obj converted from pmx) View attachment ai.imgur.com_Rt2zks.png Raw texture: (original is tga) I won't lie. I'm a huuuuge Vocaloid fan. And I've been wanting to learn how to make anime-style characters that don't look like complete shit for years, since I've been avoiding drawing characters like the plague because of my awful depth perception and sense of shade and contour in 2D work. ...So I'm going to start by working backwards from the model he made and texture files involved and re-building Miku here. I'm going to start out by re-doing the topology of this model because she's made of nasty nasty tri's instead of beautiful flowing quads (likely starting with her face and hair) and re-UV'ing her, then trying to lay the textures on and experimenting with shaders to get the anime-look while avoiding the freaky/creepy-anime look that's annoyingly easy to re-create when you start making mistakes that totally ruins the illusion of moe! It can exist, damnit! Once I figure that out, I'll be trying to make something from scratch. I'd really like to make Hanako since she's quite simple in terms of hair and other characteristics but can become more complex as you add detail. Plus she's kind of super-adorable (SQUEE <3). And if I can nail that SAoY uniform in 3D, that's be nice too =3=
Okay, here's where we'll be going next. The idea is the whole thing breaks down into three layers of parts with the projector (the disc in the middle). They all then slide together in the middle, putting TWO layers of plated protection over the projector's more fragile components for when its stowed away. Like this: