No.6387 [Last50 Posts]
Post your projects and what you need help with and possibly find someone willing too teach/help you.
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No.6388
first for LSL is trash
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No.6391
Question:
Is there a good example/picture of how you should make the weightskin of a normal model in maya for SL? I basicly tried to remake the weightmap from the LL avatars, but the chest/neck part really fucks me over somehow.
Does someone have a good tutorial for UV mapping in Maya 2015? Basicly a step by step, not something where they assume you have already knowledge about UVs.
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No.6411
>>6391port to blender
shift click mesh then bones
alt m, automatic weights
You're done
Anything further means your mesh is silly bullshit and you need to keep in line with the bones. If you REALLY need to tweak set all the variables on the brush to pressure sensitivity and paint with a tablet
For uv maps change select mode to lines and select lines going along the mesh like you were making clothing, as in divide everything into squares for easy texturing. So like split arms across the shoulder and maybe do a line going to the wrist, stuff like that. Alt select click helps
Ctrl E Mark seem
U unwrap
And then you have a UV map
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No.24977
Holodecks and other rezzer scripts have been around forever, but I've put together an article showing how you can combine them with Experience Tools and clever design to turn any size parcel into a practically infinite environment.
Also tips on reducing the cost of tier.
http://pennycow.blogspot.com/2016/09/virtual-spaceinfinite-space.html
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No.24979
>>6411
t. someone who doesn't know shit about weighting OR UV unwrapping
>>6391 I don't really use Maya, or haven't since back in my school days, but for weighting I've heard it's a bit of a pain. Don't try to copy the default weights because they will inevitably be garbage. Use an automatic by bone-heat or bone proximity weighting (whatever Maya calls it) and then tweak from there. As for UV Unwrapping, Maya was always fucking terrible for that shit. I would try either a planar or cylinder projection on different parts, and then stitch them together where you can.
If you do end up going with Blender instead of Maya (Which I recommend for SL work, it's much better supported), follow my rigging video:
https://drive.google.com/file/d/0B4gzk2i6S016YkNWalE1dTBvd3c/view?usp=sharing
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No.25076
>>24979
Please don't push more people into the shit that is blender just because you don't know anything about maya.
Maya has by far the easiest and best skinning/rigging suite.
If you really need second life specific tools there's Mayastar, but in reality you won't need it to make rigged mesh for SL.
Maya has the HumanIK system which easily lets you rig and animate your creations too.
UV unwrapping isn't any difficult in maya either, it's such a basic thing that it really isn't worth pushing people to blender for. I've found the quickest way to uvunwrap is to use ZBrush's uvmaster plugin, then manually edit the uv's in maya.
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No.25099
>>25076
>UV unwrapping isn't difficult in Maya either
>I just use a completely separate program to do UV unwrapping
TOP KEK.
I know Maya just fine.
Maya is trash.
Blender is better, and free to boot. You can do everything in one program that the "industry standard" uses 20 different fucking specialized hundred+ dollar programs to use.
"Oh no I don't use Blender, I use Maya, ZBrush, Headus UVLayout, Topogun, and BodyPaint."
Get fucked scrub :V
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No.25102
>>25099
You can do UV unwrapping in Maya just fine, other tools might just be faster or easier.
Of course you can do everything in blender too, but all other tools will be better and easier than that clusterfuck.
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No.25111
>>25099
>want to do thing
>can't find anything in the menus or toolbars
>google it
>"only way to do it is by pressing this hotkey, then this one"
>okay, now how do i do other thing
>"you need to press these hotkeys in sequence"
>50 hotkeys later finally managed to do what you wanted
>click button
>blender.exe has stopped working
Not to mention the "unique" camera controls. I'm still amazed by these "opensource projects to make a free alternative of professional software" 's inability to create a functional UI. I've had an easier time figuring out Dwarf Fortress' controls, i believe you could more efficiently do 3D modelling purely via terminal/commandline.
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No.25112
>>25099
call me when blender can do hard surface normals without splitting the object
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No.25118
>>25111
>unremoveable 3d cursor you might only use .1% of the time on the screen
>32 whole entire levels of undo history
honestly just the last one is a killer for me
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No.25129
>>25111
>Want to do thing
>Press space and type it it
"Oh there it is."
>>25112
I can't call you several months in the past, Anon.
>>25118
What the fuck is this, 2007?
Sounds like you fucks haven't used Blender since like 2.49. Get with the program.
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No.25130
>>25118
Also the 3D cursor can just be ignored until you use it, and it's pretty nifty for specific scaling and rotating operations.
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No.25136
>>25130
Why is it left click? Shouldn't something more commonly used be left click?
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No.25142
>>25129
no you can't, official blender reference still lists edge split as the only way to sharp shade an edge, fuck off.
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No.25153
>>25142
I usually just leave the modifier there without ever finalizing it. And if you have avastar it'll keep the effect when you export it through their version of the .dae thing
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No.25191
>>25142
https://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.74/Modeling Yes, you can. I'm sorry you're too retarded to figure it out. Just so you can be certain here's a picture of a cube with fully custom normals that doesn't use any edge-split modifier at all.
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No.25211
>>25191
that still isn't edge based normals control. Besides, it took Blender until to 2015 to implement that.
Maya and co. have modern tools and workflows, blender is forever doomed to play catch-up.
Ask yourself this: Why would a studio pay obnoxious amounts of money for each workstation when there's a free, better software available?
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No.25213
>>25211
You can control them by edge as well, but that should be obvious to anyone with a brain since if you can control per-vertex normals you can easily control per-edge ones too.
Studios pay obnoxious amounts of money because they get software support and specialized plugins for their workflow (like for giant render farms), and also because Autodesk owns FBX which is the industry standard export format now.
Thankfully none of these things are necessary for individuals creating content for Second Life, so Blender is the cheaper and better choice, but if you want to keep downloading rootkits and trojans to get the 10 different proprietary programs you need for your oh-so professional workflow to create your shit-tier meme accessories go right ahead and do so, I'm sure it'll make you feel much better. For everyone else, I recommend just picking up Blender because it does literally everything you need it to do and is much better supported for exporting shit to SL.
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No.25215
>>25213
> and also because Autodesk owns FBX which is the industry standard export format now
Which will be used in Sansar.
>keep downloading rootkits and trojans to get the 10 different proprietary programs
confirmed for not knowing shit, grandpa.
The amount of software you should use is the same in either case.
Maya/ZBrush/Texturing Software
vs.
Blender/ZBrush/Texturing Software
Or are you going to tell me that you do sculpting in blender too? Please do, so I can laugh at you even harder.
>much better supported for exporting shit
Absolutely false. Maya has all the export functionality you need. On top of that it has features by default that you'd need to buy Avastar for in blender.
>Thankfully none of these things are necessary for individuals creating content for Second Life
Necessary? No, you can make content for Second Life with any 3d modelling software. But if you lock yourself to Blender you will always behind in the latest tech, you will work more slowly, especially as a beginner and in case you want to look outside of the dying game that is SL you will realize that learning Blender instead of Maya only made things unnecessarily difficult for you. (UE4 & Unity)
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No.25219
>>25215
Blender can still export FBX, in fact they're the leading resource on info of the inner-workings of the format for people who don't want to license it.
Blender works just fine for basic sculpting, ZBrush is only better if you need super high-res stuff.
Maya's exporting is terrible for Second Life, especially for animations, and there are a ton more resources for going from Blender to Second Life, not to mention if you actually want to be legit, buying Maya is prohibitively expensive.
Blender is quickly catching up, not to mention free both monetarily and from shitty licensing bullshit and platform restrictions. It does everything you need, and can be used to create content for all the same platforms, including UE4 and Unity.
But hey, keep deluding yourself.
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No.25225
>>25219
>Blender can still export FBX
An outdated version of it yes. Try to import/export a big scene, see how long it takes you.
>Blender works just fine for basic sculpting, ZBrush is only better if you need super high-res stuff.
Sculpting is not just about making clay tuds but also about subsequent retopology, which blender sucks at. Can Blender handle millions of polygons efficienitly? No. Say goodbye to good normal maps.
>Maya's exporting is terrible for Second Life, especially for animations
Not true at all, the export script is even open source here: http://wiki.secondlife.com/wiki/Project_Bento_Testing All you need to do is add effector bones to the end of a bone chain.
Animation is not just about export either, but about actually making them. Maya is undisputed king here, you can set up a fullyFK/IK rig up in minutes, intuitively. All the mocap animations in SL? Certainly not done in blender.
>Maya is prohibitively expensive
It is free, like any autodesk software, even without piracy (student license).
>can be used to create content for all the same platforms, including UE4 and Unity
In the same way I can create things for unity and ue4 in wings3d. The blender->unity pipeline is broken and export to UE4 is a huge pain in the ass. Meanwhile in Maya it just works.
>Blender is quickly catching up
Pic related. Catching up is all Blender will ever do.
There is simply no reason to learn Blender. Let's say you learn Blender and become so passionate about 3d modelling that you want to get hired by a studio. Tough shit, you are fucked.
Let's say you learn Maya and don't want to work in the industry, ever. No problem, no loss for you.
Besides that blender is not supported in the industry, that it's rendering, retopology, sculpting and animation capabilities, are worse and less efficient than Maya, that support of a plugin can drop on the whim of a dev, it's learning curve is also much steeper, due to its unintuitive UI. Unless you absolutely love memorizing dozens of key combinations, it will take you much longer to make something cool in blender than it would have taken you if in Maya/Max/C4D/Modo when you're just starting out.
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No.25231
>>25225
>It is free, like any autodesk software, even without piracy (student license).
*Free Autodesk software and/or cloud-based services are subject to acceptance of and compliance with the terms and conditions of the software license agreement or terms of service that accompany such software or cloud-based services. Software and cloud-based services provided without charge to Education Community members may be used solely for purposes directly related to learning, teaching, training, research or development and shall not be used for commercial, professional or any other for-profit purposes.
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No.25246
>>25231
It's easy to register for it even if you're not studying.
It's like like the Business Software Alliance will investigate someone who makes penises for second life. They only care about businesses with at least 50+ employees or so.
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No.25259
>>25246
I thought you had to actually include details on your student ID and college to get that stuff now though
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No.25260
>>25259
I did it like two months ago, you don't need to.
If it does ask you select another school.
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No.25478
Maya/Blender noob here, I need two separate mesh objects share the same normal group to make a smooth transition, to prevent seams on a meshbody. How do i do that?
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No.25516
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No.25525
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No.25580
>>25525
Interesting, i assume this is for Maya?
I read somewhere that, in blender, you can make a "whole, one object" copy of the thing and then transfer Normals to the individual parts, but the result was even worse.
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No.25582
>>25580
I've used transfer normals in Blender on several occasions. It works just fine if you do it right. Just make sure you make use of vertex groups as a "masking" feature so that you're only affecting the normals on the edges.
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No.25640
Okay, since i was starting to run out of funds on the testgrid i decided to move uploading test models and stuff to a private OpenSim, but quickly noticed that i couldn't check if the stuff i made would actually fit with the real Kemono body. So i did the unthinkable: via acquaintance i acquired a ripped copy of the meshes and tried rigging it using the rigging dummy, also importing the deform animation for good measure. Experimenting with it i noticed something odd: If i assume correctly, usually the joint position is modified via the animation so it can be undone using the undeform animation. However, there's at least one deformation that it doesn't cover, the fore arms (both symmetrically), which are pretty noticable with the deformed mesh, pics related. The only solution i found was uploading the mesh with the Joint Position active, which causes a glitch in edit mode, making the whole avatar displace about 1.5 - 2 meter upwards.
Can anyone confirm the issue or maybe even have a solution for it? I'm afraid it'll affect how the things are rigged for the maingrid.
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No.25642
>>25640
dude mesh uploads should only be around L$11-12 a pop, how did you burn through so much so quickly?
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No.25960
Been doing work on trying to make the Philosophia's dummy make more logical sense to my eyes. The original dev has things set up for, I think, people who read right to left (which makes sense, I guess).
Still not entirely sure how to handle the way they have the chest set up, though. It's like it was designed in a vacuum from most other mesh development in SL.
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No.26137
This is the first 3d thing I've ever modeled, I just finished it. It's for the fitted kemono torso, any tips?
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No.26138
>>26137
How did you even end up with this wireframe?
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No.26139
>>26138
by barely understanding blenders basic functions, and constantly having the body peek through clothes and fixing it the only way I knew how. I know its shit, it was my first ever attempt I doubt I'll upload it.
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No.26145
>>26137
>that topology
What the fuck man
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No.26153
Bento is out on the 5.0 release candidate viewer
For all creators using maya:
I edited the export script for BVH animations to only export the rotation of bones, except the root bone (which still exports both location and translation).
This is useful because the unedited BVH script exports translation on all bones, which breaks any avatar not made with the skeleton that was used in the animation. So if you made an animation using the standard bone positions of the SL avatar, the animation wouldn't work on something like the Orange Nova avatars or any avatar that uses custom bone positions and vice versa.
The updated script can be found here:
https://mega.nz/#!fs4gmazT!1Wqk5q-AcK8xeRXlUPQ9pORyY03o75TqQWZ7nAOyL_8
A few helpful hints can be found in this video:
https://www.youtube.com/watch?v=lwB0VqoqYtU
In summary:
- Y-Axis needs to be up
- bones need to be oriented along world axis (y-up)
- each bonechain needs an effectorbone added to it, beause the export script skips the last bone in a chain
- If you do plan on using translation in your animations (for example to stretch limbs or to animate the face) then the XYZ scales of the bones all need be 39.331947. This is because SL is gay. Easiest way to do it is to add a locator, parent your skeleton to it, rename mPelvis to hip and then scale the locator to that value.
Maya 2016 has an easy to set up IK rig which works with any humanoid skeleton, humanIK. You can use this to easily animate the skeleton.
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No.26155
Doing the Lord's work or just trying to figure out what the fuck, I'll never know. I figured out how to make the breast adjuster work on the Philosophia dummy. Some of these look a bit glitched.
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No.26156
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No.26157
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No.26158
And some real glitches in the Matrix.
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No.26159
>>26155
>>26156
>>26157
>>26158
nice blogpost, very informative
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No.26160
>>26156
I'm not sure what happened with what's labeled as the 'Large' selection. I'll have to hit that with a wrench and see if I can get that back on the skeleton.
>>26158
I have no fucking clue what these two are, maybe a part of the Slink attachment rig?
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No.26163
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No.26164
>>26163
Is that the Bento groin bone in action? Pretty neat.
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No.26165
>>26164
tail bones, 1 bone is not enough to get that kind of articulation
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No.26167
>>26163
The possibilities will be vast and wonderful.
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No.26175
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No.26176
>>26165
How will that work if you also have a tail?
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No.26192
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No.26200
>>26192
Furry tail technology is already pretty advanced without the need for bones. But there's always room for bigger and better dicks.
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No.26201
>>26200
If you mean the tails that have more triangles than the entire meshbody due to alphastates or the ones that sometimes just chop off midair or randomly double because LSL is so fucking lagprone the scripts miss updating one or more parts in a tick? Yeah, very advanced.
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No.26202
>>26201
I'm just getting into the mind of every Furry on grid as they justify their new fitmesh dongs.
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No.26203
>>26202
But rigged = zero room for resizing, rotating, and general fine adjustments outside of preset animations. I'm not sure that prospect would be tempting enough to pull furries away from rigged tails, aside from the occasional novelty helicopter peen.
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No.26204
>>26203
Yeah, rigged dicks are most likely just novelty, unless maybe a tentacle dick. The tail bones don't actually need to be used for the dick, could use the rear leg bones too.
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No.26208
>>26203
Wouldn't the new bones get volume as well, so you could change their shape like fitted mesh? Or am i expecting too much from Bento?
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No.26209
>>26208
the new bones aren't colume bones, just regular mBones, which you can rotate and move, but not scale
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No.27372
Is anyone capable of making me a functional bento model of Bayonetta's head with a blink+talk anim+a few mix and match expressions?
Can pay reasonably well.
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No.27383
>>27372
shut up miel go beg for money on tumblr again after you blow another paycheck on SL
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No.27388
>>27383
Can you go make your own thread for your interpersonal drama please.
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No.27423
>>27372
Define reasonably well, if your budget is under 300 USD I'm not even gonna bother.
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No.27424
>>27423
Not same poster; but it'd be helpful if you posted your portfolio rather than giving yourself a self-valuation minimum. If your work is like the equivalent of chicken scratch, I'm not going to be paying you to do anything - for example.
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No.27425
>>27424
Before I bother with that I'd need to have an estimation of what the budget is.
We can haggle about the exact price after.
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No.27426
>>27425
Post ign and I'll IM you. 300 is a good baseline if your work is professional quality
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No.27723
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No.27725
>>27426
>>27723
Frederick Burkhardt
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No.27934
Every animation I've found that involves the new Bento bones seems to also affect the LL avatar hands in odd ways. Basically forcing them into a specific pose. Is that a bug of some sort? Have I just been unlucky or will all Bento based animations do this?
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No.27941
>>27934
Do you mean the outspread fingers pose? because that's kinda typical for a lot of animations to do because people forget to change the handpose from that to "relaxed" or something. Blame Lindenlabs for never updating their animation system.
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No.27942
>>27941
I'll admit to not knowing much about animation, but can't animations choose to just not animate the hand and leave it as default pose/whatever it was before? Or do they have to choose to animate the hand pose when animating the rest of the body?
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No.28053
>>27942
They have to choose when uploading.
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No.31411
Can someone explain how the fuck you're supposed to make skins for Maitreya Lara when you can't the .psd to use as an example?
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No.31412
>>31411
It.. Literally uses the LL skin template.
I think a majority of all of the major mesh human bodies use the LL skin template.
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No.31413
>>31412
that's true. Slink and Belleza also uses LL skin template
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No.31542
>>31413
Only things different are hands and feet, which have their own included shadow maps, because they're sliiightly different.
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No.31543
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No.31613
>>31412
Maitreya is slightly different at the feet and hands though. If you look closely a lot of skins on Maitreya will have fucked up toes or fingers.
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