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| ayanemimi
# Statistics
Favourites: 549; Deviations: 80; Watchers: 4691
Watching: 101; Pageviews: 168278; Comments Made: 1342; Friends: 101
# Interests
Favorite visual artist: WLOP / NixeuFavorite TV shows: None
Favorite bands / musical artists: Ethnic/Synthwave EDM, Ex: Belle Sisoski, Ivan Torrent, Narvent
Favorite games: ARK:Survival Evolved, Ori and The Blind Forest/Tomb Raider, etc.
Favorite gaming platform: PC
# Social Links
https://www.twitch.tv/xspiderchan# Comments
Comments: 148
ReverieTheCloud [2023-11-09 06:21:48 +0000 UTC]
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ayanemimi In reply to ReverieTheCloud [2023-11-10 05:44:56 +0000 UTC]
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ReverieTheCloud In reply to ayanemimi [2023-11-10 05:52:47 +0000 UTC]
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ayanemimi In reply to ReverieTheCloud [2023-11-26 03:33:39 +0000 UTC]
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ReverieTheCloud In reply to ayanemimi [2023-11-26 05:21:58 +0000 UTC]
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witchykyo [2020-11-23 14:16:48 +0000 UTC]
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ShannaHeart [2020-07-18 03:16:33 +0000 UTC]
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SintaDa [2020-06-25 00:20:50 +0000 UTC]
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ayanemimi In reply to Puffybridalprincess [2020-06-28 13:58:03 +0000 UTC]
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LacesofClouds [2020-01-01 10:53:25 +0000 UTC]
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ald140876 [2019-12-31 20:27:53 +0000 UTC]
a little late to wish merry christmas but happy new year
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23045 [2019-12-17 14:12:14 +0000 UTC]
So how come whenever you made a dress model it not a model with the dress?
(and by model I mean a headless model with a dress and maybe a pair of shoes)
Besides it will be much easier to edit than to use a base. There won't be any worry about the dress glitching.
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Rennaimai [2019-12-12 02:09:18 +0000 UTC]
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Madpadness [2019-11-25 05:49:28 +0000 UTC]
heyy ur dresses are really pretty. how do you make such beautiful ruffles?
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ayanemimi In reply to Madpadness [2019-11-25 20:08:08 +0000 UTC]
Lots and lots of training!
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ayanemimi In reply to 23045 [2019-11-16 19:33:12 +0000 UTC]
Yeah when I get my motivation completely back for MMD
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Yen-mi [2019-05-01 13:47:31 +0000 UTC]
Hello, I tried to contact you via email or Piapro when you asked me for a reference design but you never replied
I hope I didn't bother you
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ayanemimi In reply to Yen-mi [2019-05-01 20:09:47 +0000 UTC]
Oh hello! I'm so sorry I don't usually use my Piapro account but I'll sure check it out. You can also message me on DeviantART if you want
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Yen-mi In reply to ayanemimi [2019-05-02 19:09:29 +0000 UTC]
I sen't the ref for my snowmiku design entry, and I didn't know if there was any problem with it or something.
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ayanemimi In reply to Yen-mi [2019-05-02 20:27:27 +0000 UTC]
No there is no issue at all
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GothiccSiren [2019-04-30 00:42:47 +0000 UTC]
10,000 years late (I didn't want to bother you ;w but thank you so much for the watch! I really love your MMD work!Β Β Β Β Β
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ayanemimi In reply to GothiccSiren [2019-04-30 07:00:24 +0000 UTC]
Thank you~
And you're welcomeΒ Β
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Nintendraw [2019-04-08 02:16:05 +0000 UTC]
Thanks for faving my "fix normals/extrusion errors" tutorial! I suppose it helped you out on something; looking forward to seeing what it is later~
(If you might need it, I have a few other tutorials as well.)
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ayanemimi In reply to Nintendraw [2019-04-08 05:04:37 +0000 UTC]
You're welcome.
I actually tested but it didn't seem to work or I didn't do it properly, and I don't really have much acknowledge about these "normals". Apparently just when I want to mirror legs and connect vertices together the textures mess up, like taking textures of the other part of the skin which isn't supposed to be there.
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Nintendraw In reply to ayanemimi [2019-04-08 05:25:57 +0000 UTC]
That might be because whatever the vertices you're trying to join have UVs appearing on wildly different parts of the UV texture map (e.g. if it's a coordinate plane, one vertex is UV mapped to (0,0) and the other is to (1,1)). Use the UV Editor plugin to locate where on the texture your vertices are mapped to, and then try to arrange the UV map halves and/or portions of texture such that there's minimal distance between the mesh halves on either side of the vertices to be joined. Blender and Metasequoia can both export UV maps, and so can the new PMXe 0254f translated by Inochi-PM. (At least, the last is translated into English; presumably there is an original JP version of that plugin, but I'd never seen it before.)
The normals/holey mesh issue I resolved in that tut is more for when you already have the textures aligned properly, as I hope I described well enough in text up there, BUT you're obligated to join the vertices because otherwise, a weird "different (usually darker)" shadow appears at that specific point. ... My tutorial here may not have been the clearest then XD;;
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ayanemimi In reply to Nintendraw [2019-04-08 11:30:04 +0000 UTC]
Oh god yeah you're right. It can also depend on the UV Mapping true, if it's not like half-sided texture for each part of the body (left and right mirrored) Because I've been using this new Vroid base and it's like a complete texture for whole body which wouldn't mirror the second part of the body if you get what I mean. Same like with TDA models...
Anyway thank you I will be trying this out.
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Nintendraw In reply to ayanemimi [2019-04-08 20:24:16 +0000 UTC]
Say we're working with an unmirrored-UVmap headless TDA base ("body"). I would turn off perspective and reset the camera so that the body is equally split across the Y axis. I would split half the body (say, right half) onto a new material ("body R"), save, then add another copy of Body (drag file onto PMDView). Then I'd delete one half of body 1 (say, "Body 1 R") and delete the opposite half of the other body ("Body 2 L"). That should automatically get mirrored UVs, and you can safely join vertices on the mirror line (Y axis here).
Regardless, good luck!
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ayanemimi In reply to Nintendraw [2019-04-08 21:31:54 +0000 UTC]
Omg thank you will try that~!
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Nintendraw In reply to ayanemimi [2019-04-09 01:23:25 +0000 UTC]
Let me know how it goes!
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TheCrystalGeodee [2019-04-01 05:19:24 +0000 UTC]
Wanted to Make you this for the hard work you put in your Beautiful DressesΒ Β
Hope you like it!
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MikuEvalon [2019-03-23 01:33:51 +0000 UTC]
Happy birthday! Have a lovely day and/or night!
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