For my game about big guys getting bigger, naturally I need the models to be able to do that. Problem is, I only know “normal” modeling techniques, when it comes to kinky massive stuff like this I’ve got nothing, it’s not like there’s tutorials out there for “how to model and rig a guy with an ass bigger than the moon”, so I was hoping that’s where you fine folks can come in.
Right now, my 5-minute speedrun approach for standard human models is to extrude a cylinder for the legs, then merge it with the body and move on from there, but for this, I’ve been struggling to find an approach for the massive assets that’d still rig properly.
I’ll start with the butt since 1. I need it to test a hitbox offset, and 2. It’s the hardest part to figure out myself. Here’s what a sped up 5 minute attempt minus importing my custom rig looks like from me (mind you I did not refine this so it’s blocky)
What I’m going for is legs that deform properly on a character with potential for a
massive without the legs moving too much of the butt with it. I grabbed a few Digimon models from the Models Resource (ExVeemon uploaded by Hallow) and basically glued spheres to them in a way that shows my vision shape wise for the butt. How do I properly model geometry that can go from mildly thicc to this:
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Take what I am going to say with a grain of salt as I am only really ok with hard surface modeling personally and I dont have a ton of experience with what you are trying to do specifically.
If I am understanding you correctly what I would do is do something like you have to do with breasts, and have two bones connected to the hips that control the ass that way your legs dont have influence of them and you can control them individually.
I would then use a combination of blenshapes to not just control the size but provide shape adjustment to the ass as required. In blender I think you can setup the ass bones to drive the corrective blend shapes if you want, and while that wont transfer over into your game I think it would get baked into any animation.
I am not sure how helpful it may be but maybe you can steal some stuff from the Sizefur wiki, though I dont think they ever finished their rigging section. Also, while it is mainly in Maya most of the generals translate between all tools.
So update: for the legs, I’ve found a modeling technique that anyone can do sub-15 minutes if they’re looking for the same result as me. Issue is a very slight weight painting issue that probably doesn’t matter, especially in a stylized art-style, but I take personal offense to it, and want it fixed before I make anything final with this.
When using automatic weights to parent my mesh, everything works as I desire at base size, but when the booty slider is cranked up, you can see the issue. Too much of the cheeks deform with the legs, making it go from the round shape I want to whatever is going on here:
But when I attempt to manually weight the cheecks to ignore the legs, we’re left with this area that leaves a clear dip in the leg when it bends:
So I’m updating this post in case anyone has any solutions before I come up with one. For one last bit of reference, here’s the geometry both subdivided and non if you need that information.
Any Help is appreciated
(also I am aware of the corrective shapekey + driver type of solution, trying to get more of a hard fix than a patch, if that makes sense)