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This article is a translation of an article I wrote on May 27, 2022.

https://youtu.be/_bAKL_JevdY

Sorry for the crazy delay in posting...

I've been in bed with a fever, or busy with my main job, or something...

Anyway, I just had a hard time modeling the hair.

I was struggling with hair modeling!

(*Note for overseas readers: The title "swampy" means "swampy," but there is a Japanese proverb "mire ni maremuru," which means "to struggle").

To begin with, my hairstyle has a three-dimensional structure of difficulty level S called "air intake (*tentacles on the top of the head that are characteristic of Card Captor Sakura and Daiwa Scarlet)," so don't underestimate it as a simple bob, but it is surprisingly difficult to model.

In addition, the shadows and highlights are painted well, and there are inner colors, so it was a lot of work…

Side hair: 14 Art Mesh

Bangs: 18 Art Mesh

Back hair: 64 Art mesh

The total is 96 art meshes of

No, no, no, that's too many!

I was trying to keep the structure as simple as possible to create a beautiful deformation, but when I was taking into account the complexity of the shadows, the amount of information and the wraparound, before I knew it, I had this many art meshes.

At any rate, now that the work on the hair has been completed

I would like to briefly explain our efforts again.

◆ separate line drawings and paintings

Yellow=Stray hair

Green=Paint

Red = Mask

Light blue = Line drawing

It's a common technique to put line art and paint on separate art meshes.

As you can see from this breakdown chart, I place the line art "all together under the paint".

Thus, the line drawings are drawn around the paint art mesh, but by grouping them together and placing them at the bottom of the…

https://youtu.be/0qAyOxl5GlI

In this way, the line art is made invisible in areas where the fill art meshes overlap each other.

If the line art overlaps or is cut off in the opposite direction, it may cause a sense of discomfort, but with this method, the line art appears in just the right balance, and clipping is not necessary, so it is very easy to create.

◆Inner color to express the front and back of the hair

This is the point (1) that I struggled with.

I mentioned earlier that "inner color is difficult to create," but because it is difficult to create, it is also an item that makes it easier to see the three-dimensionality and depth if it is created well.

https://youtu.be/iwUI9QrOv7Q

To make it easier to understand, I moved it left and right with the sideburns removed. Can you see the inner color of the side part of the back hair appearing and hiding?

Actually, I just copy and paste the art mesh on the back of the hair, clipping and sliding it around, but it just makes the front and back of the hair clear, so the "depth of the hair" looks better.

I use a similar technique for the inner color of the kson president.

I use this process not only on the horizontal axis but also on the vertical axis

https://youtu.be/vLawp0Nhnxc

This may be a little confusing…

When the model looks up, inner color appears at the ends of the back side of the hair.

https://youtu.be/e18RntjwcMk

The structure is very simple because I just make these additional parts and slide them by clipping.

Why did I do this kind of processing?

The bob-cut haircut has rounded ends, so the tips of the hair, which are not so visible when facing the front, become visible when facing up... This is the principle behind this process.

Conversely, the front hair color appears in the area where the inner color was visible at the back of the hair.

In reality, it is just clipping and sliding the art mesh, so it is structurally lying, but it simply increases the amount of information, and the color changes give the brain a nice illusion of three-dimensionality.

At first, I tried to make the hair without this inner color treatment, but the top and bottom did not look three-dimensional and the hair looked flat, and I really struggled to come up with a good solution. I think I was finally able to bring it to a satisfactory quality line by coming up with this "illusion that the hair ends are turned inside out" technique....

◆ patiently  add the amount of information in the back of the hair

This is point (2) that I struggled with.

I assure you.

No matter what the original image is, the most difficult part of the hair to model is the back of the hair.

Because when you look at it from the front, you can only see this much,

but when you look at it from the side, you can see this much.It takes a lot of work, almost to the level of a new drawing.

If only the art mesh that was visible in the frontal orientation was displayed, it would look like this.↓

The parts that were visible were also divided into smaller parts and shifted or stretched well, but that was not enough by any means, so the entire back of the head was drawn in addition.

Shadows and highlights are separated by hair tufts and transformed by hand with patience....

In the end, patience is the key....

The hairline was also added later.

It may be the privilege of those who are in charge of both the original drawings and Live2Drigger themselves to be allowed to make such reckless additions....

That's all for now. I omitted physics calculations, as I did not do anything unusual with them. If there are many requests, I will explain it in another article.

https://youtu.be/9Cce6dX55t4

I was so swamped that I had a gestalt collapse in terms of appearance, so I couldn't objectively see if it was done well when I finished it.

But now that I've made a video of it, I think I've achieved a satisfactory level of kawaii. I'm glad...

By the way, the video at the beginning and the one immediately above were shot using nizimaLIVE, but I thought it would be better to move them using VTS (VTubeStudio) in the end, so I also shot a video of the one using VtubeStudio.

https://youtu.be/pZCV_5hniPk

I like nizimaLIVE's default background so much because it matches my eye color, so I brought it to VTS too lol

The physics looks sluggish because it's set to 60 FPS!

When I'm actually making them, I calculate at 60FPS, but for some reason, nizimaLIVE's 60FPS makes the physics buggy, so I shoot at 30FPS for nizimaLIVE. Personally, I don't need too much FPS for my VTuber models, so 30FPS is fine, but I hope the bug will be fixed as soon as possible... (I haven't noticed any reports on the official Discord server, but I wonder if people haven't noticed? I'll report it when I get around to it)

Since nizimaLIVE has separate left and right mouth corners, nizimaLIVE's mouth movements are softer and better. However, VTS has recently released an extension called Vbringer, so you may not have to stick to nizimaLIVE if you use that. Now that the face is almost done, I think I'll use VTS as my main tool to make adjustments from now on!

Next, I will probably make glasses or an upper body. I think I will be able to publish the progress of those in June or later.

I will also continue to update the explanation of the modeling of the contours.

I will also post a video recording of the process of making the model on my YouTube membership page. Sorry for the rush update at the end of the month! See you soon!

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