• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:34
CEST 00:34
KST 07:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver4[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down0StarCraft open world shooter announced at BlizzCon98Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool StarCraft open world shooter announced at BlizzCon Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down Balance hotfix patch 5.0.16b (July 16)
Tourneys
RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Why Protoss Struggles on ASL (Ft. Shuttle, Tulbo) Official StarCraft website teases new content ahead of BlizzCon? Remastered crash fix suggestions [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group D [ASL22] Ro16 Group C [Megathread] Daily Proleagues [ASL22] Ro16 Group B
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread UK Politics Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8581 users

To Be Another Vtuber

Blogs > Zambrah
Post a Reply
Zambrah
Profile Blog Joined June 2011
United States7393 Posts
May 01 2021 21:52 GMT
#1
After my little practice excursion with Frotaku I restarted from scratch(ing my eyes out at all of that fucking time spent and W A S T E D) and built up a new dude,

[image loading]

So, I started by brainstorming some options, I started with sketching out Frotaku as a handsome anime boy, but while I liked the idea, I did some other sketching around, and I wound up wanting to make something inspired by my general obsession/love with ancient Mesoamerican art. So, I settled on this guy, Xolotl, God of Fire, Lightning, and the Dead, with the head of a dog (the Mexican Hairless Dog's nahuatl name is named after this god, and the Axolotl is too!) On that note, everyone sees X and pronounces it like a ks sound, like box, but for ancient mesoamerican stuff you'll be more accurate if you pronounce X's with a sh sound, like Mixtec isnt M i ks t e k, its M ee sh t e k. Back when Magic the Gathering made their Mesoamerican set, Ixalan, everyone calling it I ks uh l on always bugged me. I SH uh l on you monsters!

Digressions aside, I did everything I did ith Frotaku with this. Zbrush sculpt, retopology in Maya, UVs in Maya, texturing in Substance Painter, additional touchup-y stuff in Photoshop sometimes.

I'll skip the Zbrush and Maya stuff, I'll talk a little bit about UVs and texturing.

So,

[image loading]

My UVs, I wasnt super bothered with anything about them, I half assed them a little more than normal, especially the hands, basically, anything below the chest could easily be halfassed because it would almost never be seen ever, which is 3D artist code for permission to halfass.

Think of UVs like a bear skin rug, the bear skin rug is flat on the floor, but at one point is seamless covered the living breathing bear in it's 3D glory. UVing is basically making a bearskin rug. You take your whole model and select places to cut and then you project it nice'n flat and then manipulate it around to make sure its laid out so that nothing is super warped (best you can, its not possible to be perfect there really!)

You have to generally do your best to hide seams (a seam being where you've basically cut the texture to lay it flat) in places like armpits where its less likely to be seen. There are also some nice techniques since the advent of things like 3DCoat and Substance Painter that allow you to paint right on the model, if you notice the arm on my UVs, I squared it off, the reason for that is that if you align the UVs on the sides of the seam it makes for very smooth easy painting since the sides of the neighboring UVs are the same!

Now, once you have your UVs laid out, you're ready for texturing!

Fuckin' texturing...

Its what Im worst at by a country mile, Ive never been a good painter, and my mediocrity has lead to people asking if Im color blind. Im not color blind, I have perfect color vision I JUST DONT HAVE A LOT OF EXPERIENCE WITH IT. Cruelty.

Aight so, this model doesnt actually use a Normal map, the Normal map is one of the big reasons you make the Zbrush model, it projects the multi-million polygons of your Zbrush sculpt onto the low poly and gives it the illusion of having millions of polygons, however, when baking out normal maps you also typically bake out a host of other maps.

1. The Ambient Occlusion map.

A classic, basically a map generated in black and white where black is occlusion shadows, so areas where light isnt really reaching like the armpit or taint will be pretty black, the underside of a huge pair of tits or pecs would be darker too, etc.

2. The Curvature map

This map is neat, basically its a grey map with white on "edges" and blacks on "cavities" its very useful for, well, masking out edges and cavities.

3. The Position map

Basically just creates a 3 dimensional color gradient, front to back, left to right, up to down, etc. This map's primary use is darkening the lower part of a model to add brightness, contrast, and focus to the important parts, aka the top. Check out League of Legends models and Overwatch models, you'll probably notice how they're darker at the bottom!

4. The World Normal map

Similar to the position map, it maps 3 dimensional color gradients, however its going hard core on the actual light interactions, its really good for creating a top down light and the corresponding shadow map, it makes for the base of every texture I do since its a quick easy way to define the basic dimensionality via light.

Those are my big four maps, there are a shit ton of others like Thickness maps you might use to do some Subsurface Scattering stuff, but I the workhorses for me are the aforementioned maps.

[image loading]

The Mighty Substance Painter.
First of it's Name.
King of PBR Texturing Processes.
Scourge of my fucking Laptop.

This thing runs my laptop so fucking hot it makes this phase of work hellacious, the more shit you stack into it the worse it gets, that screenshot of my shit has one expanded folder with layers in it and I believe I have around 12~ of those in there. And thats exclusively the armor stuff. There are other layers that have the skin and hair and eye folders filled with more layers, and all of that shit absolutely piles up and shits on my poor laptop.

But uh, yeah, despite this texturing being ostensibly qualifiable as "handpainted" a big part of it is really based off compilations of the maps I mentioned before, there is painting in there, but a lot of even the painting is painting on the generated maps if I want them to be doing something specific.

Substance is a lot more complicated than I've said here, it uses a lot of generators, a generator basically takes the maps you've got and lets you screw with them, contrast, blur, masking directions in position and world normal maps, etc.

I mostly wind up using a very mask based process, all of these generators get used to make masks, so what youre seeing is basically big flat sheets of color masked out by these generators to create gradients and such.

Fuck, all of this Substance stuff is frying my brain and I forgot wha- no, fuck I remember,

The worst part.

The AGONY. The bleeding hell that is my life, the thing I never want to do, the thing I NEVER like doing, the thing that haunts my 3D nightmares.

Rigging, and Skin Weight Painting. Mostly the Skin Weight Painting. Emphasis on PAINting.

Alright, so quick run down on rigging, I am not an expert, this is where what Im doing diverges heavily from my developed skillset, this is ANIMATOR shit, not CHARACTER ARTIST shit, I CAN do some of it but god fucking help me it is a slog and generates frustration and misery beyond compare.

So, riggings not that bad,

[image loading]

Simple stuff, its just bones, the bones act like bones inside you presuming youre not some slimy jellyfish fuck. You move the bones, the polygons on the model move with them! Like MAGIC.

The rig I made here is really simple because the vast majority of it is completely and utterly unnecessary since basically from the waist down will literally never move.

[image loading]

The facial area however has more dedicated to it. I shat down bones all over the hair because the bones in the hair are what enables me to add Springbone physics to my character, which basically means, the hair can move and bounce and what not. So I added shit tons of bones to each piece of hair as well as the ears. The eyes also have some bones, they basically allow the eyes to rotate around the hollow demon-sockets of this soulless puppet, but frankly I aint figured out the eyetracking yet so right now its fruitless.

Once the rigs set you hit the Bind Skin button and Maya will do its darnedest to skin the model to the rig so that it moves just like you want!

I will fail, this is where the pain happens because its where Skin Weighting starts.

[image loading]

This is the shoulder of my model. Skin Weight painting is pretty simple, this piece of geometry is bound to a bone, right now these are the weights for the Shoulder joint, when the shoulder rotates the black polygons dont move at all, and the white ones move in the same way the shoulder moves, so if I rotate it down 90 degrees then the white moves 90 degrees and the black moves 0 degrees. All of the tones in between all move within that spectrum. None of this is all that painful, whats painful is all of the weird fucking nuisance idiosyncracies with it! Theres this great Flood button that will flood a model with a tone, black through white anything in between, however sometimes this causes random weird shit to happen! Sometimes randomly the model decides EVERY DAMN VERTEX IS ACTUALLY IN THE MIDDLE OF THE DAMN WORLD SPACE AND ARTAESGRDHFXYNCVJ PROBLEMS qewazsrfdgbxthncbfgvfuckargetfbhfndx

So I did this for everything, most attention going towards, again, the chest up basically.

Once this misery was finished I had a basically functional rig. Next, BLEND SHAPES!

The OTHER way to animate things! You COULD have like, a bone for the jaw that makes the jaw move, etc. but for facial animation instead its common to have BLEND SHAPES!

[image loading]

No, this isnt that creepy place from Game of Thrones with all the heads in enclaves in the walls! These are my initial Blendshapes! To make a blendshape you take your head(s) like I have here, duplicated them, and then manually put individual expressions onto them. So, for Apple ARKit stuff there are like 52 blendshapes, I focused on some key ones like y'know, blinking, pursing the mouth, opening the jaw, etc. Once you have your Wall of Faces, you select them all, and then your final head mesh and hit the Blendshapes button and it creates a bunch of Blendshapes with sliders from 0 to 1, which, you guessed it, control the transition from the neutral final head mesh to the Blendshape's expression. Thats how you get the fluid facial animations in 3D vtubers! The iPhone (only iPhones unless youre a rich ass mocap investor or some other weird person) can read your facial expressions with its Face tracking technology and you can use that to get the nice smooth facial animation with your Blendshapes!

Neat right?!

Next, I had to put all of this fucking shit together in fucking UNITY. I now hate Unity, Unreal made this infinitely easier, Unity was way more finnicky, and I had to do a bunch of irritating specific shit to get everything functional at the end.

Before the end though I had to get the springbones working, its literally just taking the rig and applying some gravity, and other movement settings to the hair and the bones basically do all the work. This process was a nightmare because shit broke all of the god damned time and I basically couldn't properly add gravity to the front most long piece of hair so, uh, fuck you Unity I hate you I hate you but also thanks for being free and letting me use you to get this VRM file out so I could put it into Waidayo and stream Waidayo to VSeeFace for my second proof of concept for Vtuberationing.



So, proof of concept here done, next step is to finish it all up, I need to fucking put all of the skin weights onto a reversed normal version of the mesh to get it a nice constant outline, I need to then revise textures possibly to account for this, and I need to, obviously, mess with the hair physics more, the vibrating jiggling looks like shit, and then some blendshape work.

But hey, proof of concept, its DOABLE and thats always the thing that Im worried about most because I am King Failure of Fuckup Town,

I hope you enjoyed this, you probably didnt because who the fuck here understands anything about this inane bullshit, but hey if you made it this far good job you're slightly more educated about something you probably have less than no use for!


*
Incremental change is the Democrat version of Trickle Down economics.
Please log in or register to reply.
Live Events Refresh
Next event in 1h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech141
Nina 129
SpeCial 84
StarCraft: Brood War
Britney 11443
910 45
Noble 17
ajuk12(nOOB) 14
Dota 2
monkeys_forever443
Counter-Strike
Coldzera 1175
Fnx 633
Heroes of the Storm
Liquid`Hasu1778
Other Games
summit1g9928
Liquid`RaSZi1655
fl0m794
shahzam480
C9.Mang0169
XaKoH 133
ViBE102
SteadfastSC56
Mew2King50
Organizations
Other Games
gamesdonequick1788
BasetradeTV49
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 52
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• imaqtpie827
• Shiphtur149
Upcoming Events
PiGosaur Cup
1h 26m
The PondCast
11h 26m
Kung Fu Cup
12h 26m
Replay Cast
1d 1h
KCM Race Survival
1d 11h
IntoTheTV X SOOP
1d 12h
OSC
1d 23h
Replay Cast
2 days
IntoTheTV X SOOP
2 days
Replay Cast
3 days
[ Show More ]
GSL
3 days
Replay Cast
4 days
GSL
4 days
Shopify Rebellion Sundays
4 days
Spirit vs Mixu
Replay Cast
5 days
WardiTV Weekly
5 days
Monday Night Weeklies
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2026-09-14
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.