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About Deviant Premium Member DigitrevxMale/Unknown Group :iconbrs-forever: BRS-Forever
Rush the darkness wish on a star
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Deviant for 7 Years
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: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:…

: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.

5am working on Miku

Journal Entry: Thu Apr 16, 2015, 3:54 AM
Tomorrow I leave for Tora con so tonight will probably be the last push of work I can do on miku till I get back at the end of the weekend. >< 
For the last few days I've been polishing up the model and going through it carefully looking for errors. I know I can do this in 3d max but I feel more comfortable in maya and fixes can be done in seconds this way.

I also have been working hard on morph targets in maya that I'll import into pmx. These are a few early ones I started with. I also have about 12 more finished by now. They vary in difficulty but I think A and O morphs are the hardest. Getting them for Maya to PMX editor is a tedious and careful process. Simple mistakes in the process can cause huge amounts of rework. To make the morphs I mostly just move the verts by hand and use the soft select option where I can. Between soft select and the simple fact I have 3d shaders on the model I can easily see imperfections and fix them making the morph much nicer. Half of Nanoko's were done this way. I use to make them only in PMX editor and its so hard to see what your doing with nothing but a lit wire frame and moving vertex by vertex with a terrible camera clipping plane.

Now that some of the important morphs are done I can focus on moving the model to 3d max to use the pandasoft .x exporter. The exporter is still one of the best the only problem is I have to fix all the vertex normals on the model to look like it did in Maya. It takes me a few hours to make it identical to Maya but I ran out of time tonight. I've only gotten the pigtails, legs, base body, pantsu and skirt frill done as of today.

Lastly my new business cards came just in time just for Tora con. I made them themed a bit off the website that is still WIP. With the black strip they almost look like credit cards xD.
Anyways I'll try to post photos of the Tora con event if there is time! After all I have freaking 6 panels to host.. /dies

  • Listening to: Voca Nico
  • Playing: Work!

Journal History


Add a Comment:
Marshmellow-P Featured By Owner 6 days ago
hello~ just dropping by to say that i've used your adorable nanoko model <3
Digitrevx Featured By Owner 5 days ago
It looks really nice! Thanks for linkie :>
Haha your name also reminds me of someone I know xD
Marshmellow-P Featured By Owner 5 days ago
no problem :>
really? who xD
Digitrevx Featured By Owner 5 days ago
Oh just the name sounds like someone's avatar I know in a game. :3
renzo-senpai Featured By Owner Apr 6, 2015
Hi, I have another question:

Is there such a thing as a limit for physics? I noticed that in the body tab in PMXeditor and at the top there is a box which I assume indicates what number of the body currently selected but there is also a number besides it. The number is 48 and whenever I try to add another physic to it, all of them falls apart but when I delete it all of them are back to normal.

Is that normal?
Digitrevx Featured By Owner Apr 7, 2015
I see, but there are a few versions of the pmx editor. I tried to find the boxes you described in mine but I can't find anything that fits the description to give an answer. Could you post a screen shot? My guess is you are deleting the physics body bone number assignment but I'd have to see. ><
renzo-senpai Featured By Owner Apr 7, 2015
Here you go:

I find this problem rather awkward :/
Digitrevx Featured By Owner Apr 7, 2015
Yeah I dono what your trying to do but that box is the number the ridged body (colider) you have selected. You have 48 and if you type anything greater then 48 it just defaults to selecting the last one in the list. There is no limit.
The number in the box does nothing to effect the physics other then a selection so you must be doing something else wrong and thinking this is effecting the problem you are having.
(1 Reply)
drive21 Featured By Owner Mar 19, 2015  Student General Artist
i'm using blender and i want to import MMD in blender how can i do that?
Monochrome-Aki Featured By Owner Mar 19, 2015
senpai, someone stole parts from your miku and they even said they werent allowed to but did it anyway :/…
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