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Hi! I'm Digitrevx some call me Digi-san, Trev, or more formally: Texel Works
I have a computer BS in media arts and animation and I've been making a living using my skill for a while now in the video game industry. I have worn many hats over the years so I'm multi talented when it comes to my profession. I use popular high end software packages like Adobe and Autodesk products professionally to do my work. I've been a deviant for 5 years but never touched my profile or gallery till Jan 2013. Thanks for all the kind comments and watches, more to fun stuff to come!!
MMD: Because I feel I'm a capable artist that enjoys anime I have special interests in MMD and create everything from scratch. I don't borrow or use things from others to build my characters because its easy enough for me to build my own stuff and I personally need the challenge to grow stronger. I am a model builder not a model editor.
FAQ's Q: What software do you use? A: Maya 2012 for modeling, Mudbox 2012 and Photoshop CS4 for texturing, Illustrator for logos, UV pro Layout for UV's, 3d Max 2010 for transferring model to pmx editor.
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…
Q: How long does a character take? A: 15-25 days from blank screen to dancing moving character.
Q: Do you take requests? A: I consider all requests and poll them for a unanimous vote. All company mascots are treated as special cases. It is not likely I will have time to invest 15-25 days into a personal character you have created. Small random favors I do try to fit in!
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. Any unanimous vote character will always be downloadable.
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.
I say that casually but I always try my best to fit in everything. Sometimes I can sometimes I can't so please don't be angry at me! This is the latest tutorial on how to make Hikari Miku skirt rigs that are actually physicsless. Its a trick for sure. The down side is the skirt wont swish but it will clear the legs when the character moves which is what its all about. Its a nice thing to know if you hate skirt physics but its not exactly the easiest thing to do.
Keep the tutorial idea's/requests going. I'll make them based on time or if its even possible. xD
Also the latest project has started with AnimeRevolution.