/robowaifu/ - DIY Robot Wives

Advancing robotics to a point where anime catgrill meidos in tiny miniskirts are a reality.

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Black Magic M66 3D Modelling Project & Battledroid Robowaifus SophieDev 07/27/2021 (Tue) 14:03:16 No.11776
Decided it may be best to place my 3D digital modelling efforts in a separate thread to my work on 'Elfdroid Sophie'. I think this thread will still belong under "Personal Projects". At the moment the 3D modelling begins over on her thread: >>11644 >>11657 I'm using some source material from Masamune Shirow's 1987 OVA "Black Magic - M66" (which itself was based off his 1983 manga). However, as a child of the late eighties/early nineties, I loved 'Transformers', and I was also a big fan of the 'Heavy Gear' series (similar to MechWarrior), and Armored Core. So I often get the urge to create battle-ready robowaifus, but I can only create them virtually. Because obviously I cannot get hold of machine-guns, explosives, tank cannons, and rocket launchers IRL. Good thing, too, since if I were given access to live ammunition I would almost certainly blow myself into a flying streamer of giblets. But I digress. This thread may also be a good place for any equally deranged anons who wish to post images of military-grade robowaifus, either found online or their own creations?
>>15088 Unfortunately I am unable to align the texture to the UV the way it unwraps from the ripped asset. I can get the eyes and nose and mouth aligned properly, but then because of the way the UV is shaped, the hairline and ears and inside of the mouth will be in completely the wrong place and vice versa. I think this is due to the UV data itself being scrambled because when LotusEyes shows his character's head UV, it is a completely different shape from the start, whereas mine starts off literally as a scrambled mess of lines and I have to press 'unwrap'. This gives the result above which looks like it might work, but when you come to position textures over it, they never fit properly. I will post some images later to explain the problem better.
Open file (1.04 MB 1830x943 UV_Map_Prob1.png)
Open file (1.14 MB 1920x1014 UV_Map_Prob2.png)
Open file (1.32 MB 1920x1016 UV_Map_Prob3.png)
>>15100 I can align the texture for her eye sockets, nose and lips closer than in image 3 by scaling and transforming the UV map and by using UV > Minimise stretch, but then her ear textures end up on the back of her neck and her hairline is all wrong. Unless I'm missing some major Blender UV voodoo ritual, I think the asset encryption is the problem, because LotusEyes UVs are all fine from the get-go, and he makes no mention of any additional steps in his tutorial.
>>15101 Ganbare SophieDev, your progress is great and you are on a path towards a beautiful future!
Open file (54.17 KB 506x608 seek_and_destroy.png)
>>15102 Since it looks like ripping Sophie's textures directly from Honey Select is out of the question, I will just keep focusing on M-66 and IRL-animatronic Sophie instead. Removed another 400KB of un-needed polys from M-66 the other day. She is getting close to being a single, smooth manifold basemesh now. I know you can use 'merge by distance' to eliminate unrequired vertices, but this often eliminates required vertices too, which ruins the design. So I have spend a lot of time manually merging vertices and waging war on triangle-fans. The next model I make I'll be much more careful which shapes I place where and delete non-visible internal polys as I go along.
>>11776 Battle waifu robots would be really cool to see. Bonus points of they're maids too! But what kind of weapons could a robowaifu use? If you live in the US you could give them a firearm but if you're in Europe or another country you could probably only give them something like a taser or a sword, maybe a crossbow.
>>15279 A broom is great to help her fight the dust bunnies! CZ Delta is based
>>15286 What a cute pic!
Open file (175.39 KB 960x539 Elfy_Trucking.jpg)
>>15355 >Elfy is now the owner of a logistics company. I like to imagine the trailer is full of tens of thousands of small, plush elves. (I actually want to learn to crotchet at some point because you can make some cool stuffed toys using that technique. Although it is pretty skilled and takes a lot of practice. I could mount a couple of micro-servos into such a stuffed toy similar to Tickle-me-Elmo. Complete opposite end of the spectrum to M-66, I know. But this is broad-spectrum robowaifus!
>>15356 A cute! Elfy is a good idea IMO as a more 'low-impact' waifu design that brings lots of benefits to the table for newcomers in particular SophieDev I'm not meaning you or any other regulars here haha except me perhaps. Simpler lines, volumes, movements, etc. BTW, you might investigate what the pony community is doing along these lines. Not only have they reached out to us here more than once (>>8118, >>1563, >>11024), but there are probably some of them already doing plushie-oriented work there. Ofc our own dear Kiwi-chan waifu design also pretty closely related too (>>104)
Open file (667.24 KB 758x764 Elfy_Bed.png)
When she is tired after a hard week of transporting completely legal, safe and legitimate goods across the Schengen Area only ... Blender's cloth physics enables me to tuck Elfy into bed as many times as I want.
>>15513 LOL, a cute. CUTE >"I'm going to turn the lights out now, sleep tight Elfy >"I WANT SOME WATER! >gives small glass of wawa to Elfy-gril* >"There, all better? >Elfy nods* >gives headpats* >"That's a girl. Now you be a good gril now, won't you? >"Uh huh >"OK then, we'll see you in the morning >"Good night!
Open file (1.34 MB 1922x1702 Rektopology - Copy.png)
Open file (813.86 KB 1344x728 Elfy_Upgrades - Copy.png)
When I initially "finished" this basemesh, I had no idea about correct topology; quads, edge loops, face loops and how clean topology is essential for weight painting. My mesh was a literal nightmare. Multiple layers inside layers, too dense and looking like a broken mirror. However, after more than a month of repair work on and off, M-66's basemesh is almost completely repaired. I was having major issues getting the humanoid Metarig to attach to my first basemesh, and weight-painting was nigh-on impossible. Now I know why. To be honest, it's a miracle that Blender even managed to calculate a rigged and weighted model at all from the mess that I started with. In the meantime I have also been making upgrades to my Smurflike-character Elfy (better hair, fingers, toes, tongue, teeth, and an actual body instead of just clothes.) The two completely different characters have now become linked in my mind and are the best of friends.
>>17460 Impressive work tbh, SophieDev, thanks. Please keep us up to date on her, Elfy, and dear Sophie.
>>17461 Yeah, still experimenting in computer graphics world due to very high energy costs of repeated 3D printing.
>>17466 Pretty sensible IMHO. 3D CGI brings a wide swath of benefits to the table for /robowaifu/, and I've promoted it's adoption here for everyone since our first month of 'operation' back on 8ch.
>>17466 smart but have you found a suitable program for running physics simulations? I'd like to look more into this but tbh I have no idea where to begin or if its all custom software or something that costs in the thousands
>>17467 I have only recently found out about 'Projection Mapping'. This could be a way of getting around encrypted game texture files. Just take clear screenshots of characters from within the game (front, side, back, 3/4 and base views of each part) then use projection mapping to clone the textures onto the ripped basemesh. Still labour-intensive and time-consuming, but not as hard as trying to replicate textures by hand in Blender using only a mouse (basically impossible considering the gamedev team have pro artists using high-end graphics tablets). https://www.youtube.com/watch?v=uLu60zuq4ps >>17471 Blender has some pretty good physics simulation capabilities included. Convincing enough for me, anyway. That's a low bar though; If I can wrap my smol elf in a blanket like she is a sausage roll, I am happy.
>>17511 and top of the model too.
>>17511 >Projection Mapping Excellent point SophieDev. Godspeed.
Open file (159.35 KB 1836x461 Squishy Pauldrons.jpg)
The auto-rigging of her thumbs is a little messed up here, but the only thing that needs changing now are her pauldrons. Because they don't allow for full range of arm movement without buckling like they're made out of foam instead of metal. I think this is just a problem inherent to the original robot design. Relatively minor fix compared to the absolute state her basemesh was in originally. Next I want to upgrade and rig her hair so that it's not just one big lump connected to her body. More flowy hair should be possible... https://www.youtube.com/watch?v=oagOw63OEAU
>>17619 Beautiful work, lad. >but the only thing that needs changing now are her pauldrons I'd suggest adding at least one additional bone right in that volume to help avoid unintended deformations Anon.
>>17621 Thanks! I will have to give that a try. Projection mapping something like a face is fairly complicated and probably not a good place for a beginner to start. But after experimenting, I can see how this technique (and also using the stencil to clone a texture) would be very useful and time-saving when dealing with any textures where high accuracy isn't important; like on distant background assets or natural textures like wood and vegetation. For the face of a main character however - accuracy is a priority. It is very difficult to get the UV maps correctly aligned and most of the tutorials admit that quite a bit of touching up is required afterwards. At this stage I'd rather just make more of my own assets. It's more fun than struggling to make a slightly inaccurate clone of someone else's work.
>>17626 You can add single bones unattached and place them in tricky areas such as this. Parent them to the shoulder, tweak the vert weights on the geo by hand, and use modifier nodes if you need to tweak deformations just-so through the range of motion for the shoulder complex. >At this stage I'd rather just make more of my own assets. It's more fun than struggling to make a slightly inaccurate clone of someone else's work. That's the way of it. You've clearly invested the time required at this stage to easily strike out on your own. Do something amazing! :^)
>>17619 Nice animation. I hope you'll find a way to script it one day. Like putting in some text and she would pose in a certain way or do a set of moves.
>>17627 Unfortunately I couldn't get the added bone trick to work (I think because the shoulder bone was already centre of the volume and there wasn't much space), so I did a redesign instead. This allowed me to add in a couple of edge-loops at the joint to improve deformation, so she now has the same range of movement as a human at the shoulder (without it looking weird). Even major games companies can have problems with shoulder joints - I know Illusion includes a 'joint fixer' widget in their scene creation software 'Studio Neo'. Also, if you've ever seen some of the models from 'Warhammer 40,000 Space Marine' - their characters have such massive pauldrons that the parts regularly clip through one another. In fact in some cut-scenes the devs had to put 'tractor beams' in their gauntlets so that objects can be pulled into the characters hands XD >>17628 I have plans to make M-66 into a medical/nurse robot instead of a killing machine. There are already enough robot killing machines in both fiction and reality. I believe the "brighter, cuter" version of cyberpunk is termed 'solarpunk'? Want to head in that direction instead.
>>17634 Good work Anon. Solving tricky issues like this is all part of the modeller/rigger's life. >Even major games companies can have problems with shoulder joints I personally consider the shoulder_girdle/clavicle/neck complex the 3rd-most challenging area of character modeling/rigging (behind faces, then hands). I spent a fair amount of time in school doing modelling/rigging studies of the humanoid shoulder complex as an integrated system. It's actually an amazing piece of divine design tbh! >le ebin tractor beams Kind of like the neat 'negative' lighting trick, heh. :^) Ofc, for /robowaifu/, 3D character designs are just the beginning. One thing I intend to do that I'm sure you've already bumped into with dear Sophie's facial design is: 'How do we translate animatable 3D characters into actual IRL, printable, robowaifu parts->systems?'. I'm toying with the idea of using the base meshes as proxies for the printable shell-plate parts & and engineering mount points for the associated actuators on the interior surfaces.
>>17634 Great work on the model. Once you're finished do you plan to 3d print her? Or do you have another idea on how to build her?
>>17639 No plans to 3D print M-66, I'm afraid. If the electricity price ever comes down in the U.K. I would like to continue occasionally iterating and developing new parts for my RL robot Sophie, though. But in the meantime, this model is a way for me to make learning new medical knowledge more fun because I can use her (and other assets) to illustrate different scenarios. Medicine and trauma surgery are FULL of diagnostic and analytical devices, support machines and surgical tools - the two fields of robotics and medicine are surprisingly inter-related and there is much fascinate to be had there.
>>17647 Are you serious? The cost of electricity is your development bottleneck? I knew you guys went full turd-world over there but I didn't know it was this bad. >But in the meantime, this model is a way for me to make learning new medical knowledge more fun because I can use her (and other assets) to illustrate different scenarios. Medicine and trauma surgery are FULL of diagnostic and analytical devices, support machines and surgical tools - the two fields of robotics and medicine are surprisingly inter-related and there is much fascinate to be had there. Wut. Do you work in the medical field?
>>17649 Yeah, it is pretty much full turd-world at the moment LOL. I used to work in pharmacy, but due to a really bad business decision by some Irish "CEO" twat I got made redundant. So now I work in a dead-end I.T. job. But I've always been interested in 1.) Machines 2.) Medical stuff. The amount of robots involved in simply screening donated blood prior to storage in a blood bank is incredible. First there's blood grouping (A,B,O and Rh or D), then the Indirect Antiglobulin Test, then a bunch of Immunoassays to screen for things like HIV, Hepatitis B & C, Syphilis. Some of the automatic laboratory analysers used to do this are truly spectacular in their complexity: https://diagnostics.roche.com/global/en/products/instruments/cobas-e-411-ins-502.html#relatedProducts
>>17658 It really is amazing. In many sub-disciplines, medicine is sort of a Final Boss domain, unifying an extraordinarily diverse set of arts, sciences, & engineering into a loose affiliation that is probably one of the most remarkable achievements of mankind to date. Oh, and robots. :^) Nippon will bring the first widespread companion robots to the medical field first.
I forgot to mention the most important thing about medicine: hot nurses. We may not have sexy robot nurses IRL but in cyberspace there are no such limitations. This is why I want to build Cherry Garden hospital. Are you a denizen of cyberspace? Do you need help with your healthcare needs? Whether it's just a simple blood test or you've been shot multiple times by gangsters then flattened by an 18-wheeler in Grand Theft Auto, the staff of Cherry Garden hospital will always try their best to put your pixels right again!
>>17667 >Anon: <NURSE! I got a booboo! >Hot-nurse #1337 : <Onoes! Tell me where it hurts, Anon! [nursing ensues]*
Open file (269.88 KB 356x604 Combi-Oven.png)
This is a combi-oven (steaming/grilling) that can cook 20 trays of food in one go. These are found in hospital kitchens. 340 polys total. Looking at GTA V, it seems many of their realistic in-game scenery/building meshes are made in a similar way to this. They keep the basemeshes as simple as possible to conserve computing resources and use lots of good photographic textures on top. (I learned that image textures and materials can be combined close together on the same model with a bit of nifty edge-sliding.)
>>17670 Nice work SophieDev. You might check into normal maps, specular maps, glint (or 'shiny') maps, and even displacement maps. All sorts of visual trickery is involved in producing modern vidya-tier assets. So, teh nurses will be delivering these hot meals at your hospital, yes? :^) >=== -add spec-map
Edited last time by Chobitsu on 11/13/2022 (Sun) 22:46:21.
>>17670 >battledroid >chibi elf thing? >Nurse >Hospital kitchen meal-warmer thingy You're losing me here. Can you provide some clarity about the direction of this project for us please? Will it be a simulation A la VIva Project? The basis of another 3D-printed humanoid robot like Sophie? An "art project?" Or, if you've reached your goals for this, learned and made personal progress, for example "learn how to make a 3d model from reference, skin and rig it for animation" and want to move on to the next thing, it's fine to just leave it at that too.
>>17673 >You're losing me here. >[...] >it's fine to just leave it at that too. I realize you're a newcomer Anon, so I'll try to be more polite than I might otherwise given your post. >a) Anon is free to do as he sees fit here >b) Anyone can contribute if they see fit, or not We're a rather loose 'band of brothers' here, and it's far far better for each of us to share w/e have here--in w/e state it's in--than to not share it here. Or, I might add, to posture as if being Anon's 'instructor' or 'boss' in the matter. Just like you, he's free to work on w/e he wants to, or not. My simple advice to help you fit in here is the same as I already gave you before (>>17589). Please try to understand the historical context of the board Anon.
>>17673 Learning how to 3D model, that's all. Hospitals contain hundreds of machines and devices that will make for good practice. Plus, I admire hospitals and immitation is the sincerest form of flattery. A hospital gives my digital robowaifus a good purpose. Also, I plan for the chibi-elf things (don't really have a name for them yet) to be both patients and staff at the hospital, just because I like them and don't want things to be absolutely realistic, because that just gets boring. >>17675 Good idea! I will have to look into maps like bump, normal, and specular to see if they can improve the model. I went for a simple cuboid-shaped device first just for this purpose - to make it easy to test things on.
Open file (593.98 KB 880x490 Crinkly Buttons.png)
Open file (430.85 KB 394x820 Spec-Gloss-Emis Maps.png)
>>17671 The new maps worked! Specular seems to combine with gloss to control it. Since specular on it's own just adds this light sheen to the texture, but adding gloss suddenly makes the glass panels look like actual shiny glass panels. The normal map worked as well, but I won't use it in this case because it makes the touchscreen buttons all crinkly. Also got an emission map for the red lights on the touchscreen. Now I will have to resist the temptation to turn the intensive care ward into Blackpool Illuminations.
>>17677 Good job Anon. That could easily drop in to most vidya assets directories out there. Even an AAA title wouldn't need much more effort on it. You're really diving in with both feet SophieDev! :^)
Just a quick hint, where the approach with animations could go, if combined with VR and maybe simple animated dolls: Varjo XR3 - https://youtu.be/23RS3RAg16k
>>17667 Next time try to reduce file size for pictures, 10MB is a bit much, thanks.
>>17686 Oh yeah! Sorry, didn't spot that. And it's not possible to re-upload images even if you are the poster, for some reason.
Open file (612.01 KB 1920x1080 Robowaifu Nurses.jpg)
>>17686 I un-linked the file (whatever that means - but it disappeared) and will leave this much more reasonable sized one here instead. Hopefully that helps.
>>17689 Apologies, but even site Admins can't change images after the fact under Lynx's software, nor can I. There are some tools to perform image optimizations out there beforehand ofc. Trimage is one. https://trimage.org/ >=== -add trimage cmnt/link
Edited last time by Chobitsu on 11/15/2022 (Tue) 22:23:14.
>>17667 >>17691 >xlink-related
>>17691 Thanks.
I'd like to see battle droids with tails and "wings" in their designs. Not only could both help with balance but the "wings" could be used to disperse heat as well.
>>17696 Horns that act as antennas or long ears with the same function as the horns or wings would also be cool.

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