Deviant Login Shop  Join deviantART for FREE Take the Tour
About Deviant Premium Member DigitrevxMale/Unknown Group :iconbrs-forever: BRS-Forever
Rush the darkness wish on a star
Recent Activity
Deviant for 6 Years
1 Month Premium Membership
Statistics 256 Deviations 2,679 Comments 58,522 Pageviews

Project Vids







Visitors


Map

Watchers

deviantID

Digitrevx
































FAQ's


:bulletblue: Q: What software do you use? A: Maya 2012 for modeling, Mudbox 2012, Photoshop CS4 and PaintTool SAI for texturing.

:bulletblue: Q: What editor do you use and where can I get it? A: pmx only but can export pmd files too. Here is my version, it is the Japanese version: www.mediafire.com/download/zjs…

:bulletblue: Q: How long does a character take? A: around 4-5 weeks, just above 200 hours of work.

:bulletblue: Q: Do you take requests? A:All company mascots are treated as special cases and most of the time can only be distributed at the company's discretion. The cost to benefit of my time to do characters you created is not ideal unless commissioned/contracted.

:bulletblue: Q: Do you plan to let us download a new model? A: I make every effort to ensure I can make a model downloadable and free despite the cost of my time and guide lines I must follow for mascots. Company mascots, most of the time its up to the company when its released if ever. Any unanimous vote character will always be downloadable.

:bulletblue: Q: How can you get a mmd model into Maya. A: The method I've used is export from pmx editor as a pmd. I use a pmd plugin script for 3d max 2010 to import the mesh into max. I can then export the character out of 3d max as a .obj or .fbx format into Maya. This process will break the rigging so don't expect it to be rigged still.

:bulletblue: Q: I'm interested in a custom Model, how much does it cost? 3d Custom work is expensive and takes weeks of work and skill. Please contact me through a note for a estimate. Prices vary upon difficulty.

Nanoko + Other projects

Journal Entry: Sat Jul 19, 2014, 6:23 PM
I've been using a bit of my free time to complete Nano because my other projects sometimes rely on other people to get to my part. Its about that time I need to work on my stuff to get it to the next person! So because of that here comes to dreaded slow on nano progress. :<

The other projects are very big and very different from eachother. I can't really talk about them specificity but I know one is something people are really eager to see and the other is part of the introduction of a new age of anime community. ^^

Between things I'll try to do little improvements on Nano based on the Beta feedback. I've already put in some changes!



  • Listening to: Voca Nico
  • Playing: Reapers!
  • Drinking: Mana pots/sugar

Journal History

Comments


Add a Comment:
 
:iconmonochrome-aki:
Monochrome-Aki Featured By Owner 1 day ago
digi kun!! i made gifts for you i dont know if you have seen them yet though
look in my gallery!! i worked hard on them for you i hope you like them!!!!
Reply
:iconooma-p:
Ooma-p Featured By Owner 3 days ago  Hobbyist General Artist
As usual, your modeling skill is astonishing my good sir ^_^

I love how you make them ^u^)/
Reply
:iconiwatch4free:
iwatch4free Featured By Owner Jul 10, 2014
I have a very close friend that Needs someone to make a MMD Model for her and i was wondering if you could make one for her.

Info: deadheartbeatanime.deviantart.…
Reply
:icondigitrevx:
Digitrevx Featured By Owner Jul 10, 2014
I can totally understand not wanting a model edit and wanting a original model but it does take me some time so I have to charge. They come out pretty nice these days because of the time I spend on them. So as you can imagion 200+ hours of work might not be cheap. So let me know what you think. :3
Reply
:iconxfutsuu-kyuun:
xFutsuu-kyuun Featured By Owner Jul 5, 2014  Student Digital Artist
What software(s) do you use for your MMD Models?
Reply
:icondigitrevx:
Digitrevx Featured By Owner Jul 5, 2014
>< General info can be found in my FAQ towards the top of the page.
Reply
:iconxfutsuu-kyuun:
xFutsuu-kyuun Featured By Owner Jul 5, 2014  Student Digital Artist
Okay, thanks!
Reply
:iconmariokart64n:
mariokart64n Featured By Owner Jul 2, 2014
I've re-wrote my old 3dsmax script for PMD importing on 3dsmax2014 now and also added support for PMX.
do you know any 3dsmax users that are into MMD or animation that could help me complete the script or beta test.

beta script:
pastebin.com/HAayBuGR

so far i've only tested on 2014, somewhere inbetween 2011 through 2013 autodesk removed the havok reactor and started making changes to the skin modifier.

after importing seems rock solid i'm going to write a PMX compiler in C++. that way I can supply a simple text file like OBJ and convert to PMX. this makes writting exporter scripts extremely easy for other softwares.. blender, maya, etc

-Corey
Reply
:icondigitrevx:
Digitrevx Featured By Owner Jul 2, 2014
Hey, I'm not strong into 3d max but I have it. I tend to work in Maya more but having a plugin for max is always great. Mostly my troubles are using max's panda direct x exporter to get my maya models to PMX. I don't enjoy having to fix all my vertex normals all over again just because maya and max's systems disagree with one another. ><

I do think I've used your script a few times to bring in a model for analysis purposes only. But I have 2010 max and was able to run the script. I do get asked a lot how to bring models into maya and I always suggest using max and the script but its unrealistic to just expect someone to get 3d max and know enough to run the script much less anything else. xD

If you wrote a exporter for maya to pmx or even .x it would be amazing to cut the middle man 3d max out of my pipeline. But also equally great to bring rigged mmd models into pro grade software like max and maya for high end projects. ^o^
Reply
:iconmariokart64n:
mariokart64n Featured By Owner Jul 3, 2014
I dont want to get too technical but yes essentially i want to make a exporter that will work with blender and maya..

My idea is to write a obj to pmx converter, I'll just have to extend the obj format a bit but uh should all work out. But i only intend to write a pmx and pmd importer for max ... I guess when i write the converter i can give it functionality to write to fbx or something

Hmm food for thought actually
Reply
Add a Comment: