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Eda3DX — Megumin Render

#3d_model #megumin #kono_subarashii_sekai_ni_shukufuku_wo #konosubarashiisekainishukufukuwo #megumin_konosuba #meguminexplosion
Published: 2021-03-07 01:02:51 +0000 UTC; Views: 1469; Favourites: 2; Downloads: 30
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Description

Megumin 3D model I have been working on since February.


I got around to rigging her to make a pose. I'm still not that used to weight painting bones, frustration as heck. I paint one side with proper vertex group mirror the all of a sudden it painted the other half. Constant struggle to figure it all out in the start, but I'm getting used to it. I finally added the cape as well, there's no Megumin without that cape. I wanted to use the cloth physics for the cape, but what a pain it was to make it work. I spend about two hours trying to figure out why the physics would go crazy after a couple of frames. Turns out I had put the keyframe for the bones at frame 0, and the simulation started at frame 1. All good after moving the keyframe to 1.


I tried to use something called shadow catcher on the floor Megumin is standing on. This basically makes the shadow on the mesh a mask, so the layer is just a streak of dark over alpha. I put it in a different viewlayer so that I could combine it in compositing after render. To not render Megumin twice, I had to enable indirect only for all the collections she was in. Then it would only render the shadows of Megumin. But Rendering this layer took ages for what is was. If anyone knows how to cut down render times on shadows, please let me know.

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Comments: 1

HisokaGamerPlays [2025-04-05 06:46:05 +0000 UTC]

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