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jormunartserpent β€” April O'Neil Classic MeshMod Release!

#april #apriloneil #model #tmn #xps #xna #ninja_turtles #april_oneil #xnalara #meshmod #teenage_mutant_ninja_turtles #april_o_neil
Published: 2016-05-30 21:09:01 +0000 UTC; Views: 22091; Favourites: 211; Downloads: 2123
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Description Here she is! Ms. April O'Neil herself in all her animated glory! I'll do a pictorial set with her when I can find the time. Until then, enjoy! If you use her for any released art or April themed meshmods, please credit me. Note that she does not go full nude.

Features
Optional Items: Each boot is separately removable along with her belt, turtle watch/communicator thing, and she includes a custom Mic and Press Pass made by yours truly.
Alternate Hair Color: I've included a folder called "Alternate Hair" in the model folder. Inside you'll find both brunette and ginger style hair colors to suit your taste (ginger is default). Simply copy and paste the textures within into the main folder to switch them out.

Credits
Ports by
Hair by
Related content
Comments: 95

CaressingCarrots [2018-11-16 13:02:50 +0000 UTC]

She looks awesome! I loved the 90s cartoon and you did a good job making her ^_^

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jormunartserpent In reply to CaressingCarrots [2018-11-20 07:39:25 +0000 UTC]

Thanks so much!

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Dim432 [2018-03-13 17:00:52 +0000 UTC]

Reporter?

But she was a lab assistant in the comicsΒ 

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Tommy-TheDirtDen [2018-02-16 11:06:08 +0000 UTC]

her mesh files are missing

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jormunartserpent In reply to Tommy-TheDirtDen [2018-02-16 20:52:35 +0000 UTC]

Hi, Tommy. The link and the resulting rar file work just fine for me. You might be running into a Deviantart bug where if you load a deviation and let the page sit there, the download link expires then redirects to the "Oops." landing page. I recommend opening the deviation page then immediately hitting the "download" button.

If it's not that, then I'm at a loss.

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Tommy-TheDirtDen In reply to jormunartserpent [2018-02-17 04:31:48 +0000 UTC]

I did download it pretty quickly. I check her file and the textures are there but no mesh ;/Β Β  I'll try to fix it now.

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jormunartserpent In reply to Tommy-TheDirtDen [2018-02-17 06:02:49 +0000 UTC]

In XPS use "Load Generic Item" from the last dropdown and navigate to her folder, the xps.xps file will be there, click it, load, and voila.

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combathasbeenevolved [2017-12-06 17:32:40 +0000 UTC]

Will you ever make a nude one?

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jormunartserpent In reply to combathasbeenevolved [2017-12-06 20:00:15 +0000 UTC]

Probably not?

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ChrisMonvel [2017-10-23 13:33:29 +0000 UTC]

Sorry for the question but what model did you use for her torso? I've been looking so much for a shirt like that one

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jormunartserpent In reply to ChrisMonvel [2017-10-23 18:17:10 +0000 UTC]


For the base body, remeshed sleeves to be short and added cuffs. Chest modified to accommodate a collar from one of the bedtime models (not sure which), all ports by rolance for consistent armatures. Then I retextured it (complete with new mediocre normal maps), and that was that. Feel free to use this model as a base for other meshmods; just credit me for the mod and rolance for the base.

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ChrisMonvel In reply to jormunartserpent [2017-10-23 18:52:30 +0000 UTC]

Ohh i suck modifying mesh files in other programs. I really need an open blouse with short sleeves and collar with a visible cleavage and your modified version looks exactly the same! May i use yours only for the torso? Β I'll give you credit of course!Β 

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jormunartserpent In reply to ChrisMonvel [2017-10-23 19:38:16 +0000 UTC]

Feel free, just credit like you said.

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ChrisMonvel In reply to jormunartserpent [2017-10-24 01:02:16 +0000 UTC]

Great! Thank you! I'll mention you once i submit it.

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lezisell [2017-04-02 19:00:22 +0000 UTC]

Β Boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, Krang! Boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, boobies, Technodrome!

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3DFootFan [2017-02-20 10:54:31 +0000 UTC]

this model cant load in XPS says its missing Mesh files. this a problem with the other models?

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jormunartserpent In reply to 3DFootFan [2017-03-07 02:30:35 +0000 UTC]

Sorry for the hang-up, but glad you got her working and great work on the photo-set of her!

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3DFootFan In reply to jormunartserpent [2017-03-07 10:21:55 +0000 UTC]

thanks maybe you could do Janine Melnitz one day

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jormunartserpent In reply to 3DFootFan [2017-03-07 18:40:48 +0000 UTC]

I would love to build a Janine one day!

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3DFootFan In reply to jormunartserpent [2017-03-08 10:30:12 +0000 UTC]

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3DFootFan In reply to 3DFootFan [2017-02-23 11:48:51 +0000 UTC]

never mind. got it working

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asdjol [2016-10-14 22:42:20 +0000 UTC]

I definitely will try it out!

Which face did you use for the mesh model? At a quick glance, I thought she was Bioshock-Elizabeth.

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jormunartserpent In reply to asdjol [2016-10-15 05:20:40 +0000 UTC]

I used a Helena model from DoA for the head. I just tweaked her geometry a bit in Blender to tighten the resemblance I was going for.

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asdjol In reply to jormunartserpent [2016-10-15 18:10:36 +0000 UTC]

Which Blender version did you use by the way? I've also made attempts to learn it properly, but you know how it is when you download the latest version and all of the tutorials cover things which either are modified or removed in the new version... You pull your own hair, scream (or cry) and give up.

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jormunartserpent In reply to asdjol [2016-10-15 21:11:25 +0000 UTC]

Despite the wide preference for 2.49, I actually use 2.75. The import/export script for it works fine and, while the data and tools are presented differently, all the things I learned from the tutorials are largely still applicable once you find the data (like what armature each mesh is parented to, etc). Each version of XNALara gets more and more mod friendly. That new material editor is a wonderful thing. And heck, I still like resizing and altering the proportions of meshes through XNA just by scaling the bones.

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asdjol In reply to jormunartserpent [2016-10-15 22:26:43 +0000 UTC]

I remember when I tried to learn how to render the first time. The tutorials claim that after I imported the objects, I needed to find the textures by choosing certain tabs etc. If wasn't afterwards I understood that these steps weren't applicable for 2.75 since the new version automatically finds them.

I'm glad each of XNALara is easier and easier to use for mesh modding, but it still drives me nuts.

When I've successfully put all of the necessary items/parts for my mesh model together, scaling and posing were already done, the program always says that it can't save models together. Instead it claims that I need to put all of the items first together without posing and rescaling them and then afterwards to do those steps.

I mean, how am I supposed to know how an object needs to be placed in order for it to have the correct pose when it's time for me to do it???

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jormunartserpent In reply to asdjol [2016-10-15 23:17:33 +0000 UTC]

Yeah. The main tips I hold dear for meshing with XNA:

1. When posing and re-sizing with XNA, NEVER pose or resize the ground root bone. Move and resize root hips if the model has it, along with specific bones. Don't be afraid to type in numbers under the axis sliders for fine-tuning.
2. After sizing and posing, save a new copy of that model and check "Modify Armature According to Current Pose". This will make the changes stick. Then use that new model for future joining and merging.
3. If you're going to combine models with XNA (export as a single mesh), which I recommend against, then make sure that the armatures match, similar lay-out and identical bone-names. Otherwise, it'll just come out terrible no matter what.
4. Joining mesh to mesh with XNA still works great though. Just stay vigilant about renaming bones as you join meshes, otherwise the names just get indecipherably long.

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asdjol In reply to jormunartserpent [2016-10-16 09:15:14 +0000 UTC]

My main problem is number 1. Many of the items/objects (like swords, pistols etc.) have only a root bone, so I'm pretty much stuck here.

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jormunartserpent In reply to asdjol [2016-10-16 17:33:57 +0000 UTC]

Then that leaves learning blender. Sizing and scaling in Blender isn't too bad.
1. Only resize meshes in Edit Mode. Select the mesh, press Tab to enter edit mode. Press A to select all the vertices. Press S to begin scaling. Then either use the Mouse or type in the scaling factor you want (1.000 is default, 1.5 for a fifty percent increase, etc). This also works for repositioning meshes. Do it in Edit Mode instead of Object Mode.
2. Have an object made of multiple meshes that you want to rescale? In Blender 2.75, you can join multiple meshes together outside edit mode. Ordinarily, this would mess up the materials and textures, but I've noticed that one mesh with multiple materials automatically splits up on export into the original constituent meshes (albeit with duplicate names). So join meshes together until they're one object then scale them as above. Older versions of Blender may not work with that trick because of the aforementioned materials thing.

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asdjol In reply to jormunartserpent [2016-10-16 22:08:03 +0000 UTC]

Alright, then I must finally learn Blender in order the size and scale items with only a root bone.

But what about the posing problem?

And since we are at it, is it possible to add an extra bone to an object in either Blender or XNALara? In that way I can use that extra bone to pose/resize instead of using the root bone.

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jormunartserpent In reply to asdjol [2016-10-16 23:11:26 +0000 UTC]

Move and rescaling and posing all work fine in Edit Mode. Don't attempt to pose an XNA model by the armature in Blender if you want to use it in Meshmodding. Instead, pop into Edit Mode. You can rotate a Mesh by pressing R. You can move it by pressing G. And scaling you know. In order to line things up well, you can load whatever model you want to add the accessory to. Let's say you're doing a sword and you want to add it to someone's hand as an optional item.
Import the sword into Blender. Then select a different layer in the UI (a little brick of squares in the lower middle of the UI lets you select which layer you're on) and import the model you want to add it to that layer. You can move a mesh between layers by selecting it then pressing M, which will pop up a little widget that lets you select what layer you want to move it to. Move the body to your sword layer so you can see what you're doing. I suggest putting Blender into orthographic view for the next part, that will flatten things out and make it easier to gauge where the meshes are relative to one another.
Select the sword, put it into edit mode. Then you can move, scale, and rotate the sword until it would fit neatly into the hand. Thanks to having moved the body mesh between layers, it'll be fairly simple. From there, you can port the sword back (after banishing the body mesh back to its layer of course, and work from there. Alternatively, you could reparent the sword mesh to the body's armature directly in blender. It's fairly simple but beyond the scope of what started as a simple comment, ha ha.

And yes, you can add new bones in Blender with relative ease.

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asdjol In reply to jormunartserpent [2016-10-17 20:49:21 +0000 UTC]

Wow... That isn't a simple comment at all. But I'll try. How do I pop into edit mode?

So when I want to add new bones in 2.75, how can I do that?

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jormunartserpent In reply to asdjol [2016-10-18 03:27:26 +0000 UTC]

Select a mesh by right clicking on it and press the Tab key. That will put you in edit mode.

If you want to add a new bone:
1. Select the armature in blender (the skeleton made of lines). Press Tab to go into edit mode. Select an existing bone's end and press E, then drag out the new bone with the mouse. It will be named like the original but it will be appended with ".001" or something similar. You can rename it whatever you like.
2. The tricky part is assigning all the mesh parts to it. Select a mesh part that you want to be controlled by the new bone. On the ui to the right, look through the tabs and find Vertex Groups. Click add, then type the name of your new bone. Then go into edit, press A to select all of the mesh's verts and then assign them to the new vertex group you just created (simply make sure its highlighted then press assign).
3. Do that for each mesh that you want assigned to a new bone.

If you're creating new bones for specific posing of parts (like adding individual toe bones for example), you need to be much more precise and use weight painting. But that is way outside the scope of time I have to go into.

Final words: I learned everything from meshmodding tutorials by MoogleOutfitters, Faytrobertson, and Bstylez. Youtube videos for Blender 2.75 helped me translate everything and come to understand the interface. Those things alone should serve you well. Good luck and happy modding!

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asdjol In reply to jormunartserpent [2016-10-18 18:34:55 +0000 UTC]

Thanks!

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jormunartserpent In reply to asdjol [2016-10-19 00:31:28 +0000 UTC]

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eatso [2016-09-14 19:37:09 +0000 UTC]

Sing with me
Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Teenage Mutant Ninja Turtles
Heroes in a half-shell

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jormunartserpent In reply to eatso [2016-09-14 21:09:14 +0000 UTC]

Turtle power

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CharlesWS [2016-06-01 01:34:34 +0000 UTC]

From a long-time fan of April and the Turtles, you did perfect! Β  (She almost makes me forget aboutΒ Megan Fox...nothing against her, but her hair is too long andΒ black and...Β  Sigh.Β  I just can't take her seriously as April!Β  What fan could?)Β  Thank you very much!

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jormunartserpent In reply to CharlesWS [2016-06-01 04:31:38 +0000 UTC]

My pleasure! Accolades from a discerning user like yourself are the highest compliment.

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CharlesWS In reply to jormunartserpent [2016-06-01 07:08:30 +0000 UTC]

Good grief, I wouldn't say I'm discerning!Β  I've just been a fan of April and the Turtles for as long as they've been around!Β Β  Thank you, though!

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mirakor [2016-06-01 00:43:49 +0000 UTC]

She'll love to do photo session of her feet.

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jormunartserpent In reply to mirakor [2016-06-01 04:32:39 +0000 UTC]

Indeed she did! fav.me/da4mq5t

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karadaniano [2016-05-31 21:14:14 +0000 UTC]

She looks great!
If her sleeves could be more loosened it would be the ice on the cake

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jormunartserpent In reply to karadaniano [2016-05-31 21:48:15 +0000 UTC]

Thanks!

I thought about poofing them out a bit more but I ran into a bunch of little problems on the way. (Originally merged her arms using XNA's built in Merge function but it changed the armature in a wildly unexpected way, causing her sleeves and arms to move and deform independently of one another). So I had to cheat the devil so to speak and went with the tighter sleeves.

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karadaniano In reply to jormunartserpent [2016-06-01 12:32:47 +0000 UTC]

Im pretty sure it must be such a pain to make it look properly.
But this is really a great work!
It can be seen by the little details of the costume.
Thank you again very much for sharing her

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jormunartserpent In reply to karadaniano [2016-06-01 16:26:26 +0000 UTC]

My pleasure, karadaniano! Enjoy!

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user619 [2016-05-31 13:54:05 +0000 UTC]

Great Job

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jormunartserpent In reply to user619 [2016-05-31 15:51:01 +0000 UTC]

Thanks!

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cc3725 [2016-05-31 12:35:04 +0000 UTC]

thank you !Β Β 

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jormunartserpent In reply to cc3725 [2016-05-31 15:51:28 +0000 UTC]

You're very welcome, enjoy!

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