[Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

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 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

 Large preview image for [Resident Evil 3 Remake] Jill Valentine

Description

Content of this release

  • original RE3R and RE3 outfits, plus some additional outfits
  • dedicated UI with outfit selector and materials/mesh properties
  • dedicated bones for the genitals (shape keys to open them)
  • rigged hair
  • Blender 2.82 compatibility (it might crash on previous versions!)
Instructions
  • It's mandatory to install the Blender addon rig_tools.zip provided in this release (remember to restart Blender before using the model), which enables the IK rig, etc.. The UI will check this and raise a warning if the addon is not correctly installed and enabled. If you are not sure how to install the addon, google it!

  • All the custom properties are in the new UI. A tutorial is available at:
    https://github.com/Mustard2/MustardUI/wiki/Tutorial

  • To enable the UI after appensing the model in another file, see the tutorial (link above or in the UI Links tab).

  • Some shape keys are available for opening the genitals.

  • The model use Corrective Smooth modifiers. If you find some odd clipping while posing the model, try to disable them in the UI.

  • I decided not to implement the physics myself because there are tools which are way better than any attempt I could make. :) Some examples:
    https://github.com/dskjal/Rigidbody-Bone
    https://blenderartists.org/t/wiggle-bones-a-jiggle-bone-implementation-for-2-8/1154726
    While I do not provide technical support for these tools, I'm happy to help setting up basic physics if you need help.

  • If you have any problem, try to check the next section. If that doesn't help, you can contact me (contacts at the end).

Troubleshooting
  • The textures are all blocky/there are some strange shadows.
    The problem is called Terminator Effect (google it). When you render, subdivider modifiers are activated and the shadows should be smoothed. You can preview this enabling the Subdivision modifier in the mesh you want to test. Note that this modifier can impact the performance of your viewport rendering. Thus, after you test its behaviour, remember to disable it (only in the viewport)!
    Another solution, if the above does not not work, is to adjust the lights. A single point light can generate more artifact that several lights with a bigger radius. Unfortunately there's no exact prescription, and I would advise you to experiment with the lights before making the final render.

  • The hair are rendered with strange black zones.
    This problem is due to the intersecting mesh with alpha textures. To solve it, increase the default value of Transparency max bounces in the rendering settings. A x3 value, from 8 to 24, should be sufficient.

  • The viewport mode lags a lot while I pose the bones.
    Check Optimization part of the UI Tutorial (link above or in the UI Links tab).

Final notes Credits
  • ProGamer000900 for the xps model
  • Arhoangel for the sport outfit
  • a huge and special thanks go to Auxtasy for the cleaning of all the mesh (https://twitter.com/Auxtasy) - see Version 5 notes
  • Junkerz for the porting of some RE outfits (https://twitter.com/xJunkerz)
  • G_Ξ² for the help with hair texture
  • wansky for the wonderful posters (https://twitter.com/Wanksy3D)
  • a huge thanks to all the patrons that supported me
Changelog

Version 5 (02/04/2020)

  • cleaned mesh of Body and outfits (from tris to quads)
    Note: ALL the credits for this should be given to Auxtasy (https://twitter.com/Auxtasy). With this modification shadows should be better, and modifiers should be more efficient (with some tests, subdiv modifiers should be up to 7x faster, meaning faster rendering initializations).
  • updated UI to 0.3.3 (https://github.com/Mustard2/MustardUI/wiki/Changelog)
  • fixed dirt not working correctly when moving the model
  • fixed body normals in some points
  • fixed color for genitals
  • fixed missing sss for genitals
  • fixed genitals bones parenting
  • fixed wrong scale for some outfits

Version 4 (28/03/2020)

  • added sheriff outfit
  • added RE1 outfit (huge thanks to Junkerz)
  • added RE5 outfit (huge thanks to Junkerz)
  • added scratches slider
  • added dirt slider
  • added some face poses in the pose library (very few, hope more to come)
  • updated UI to 0.3.2 (https://github.com/Mustard2/MustardUI/wiki/Changelog)
  • mitigated eye movement problems
  • slightly adjusted genitals weight map
  • fixed clipping occurrences in original outfit
  • cleaned up the file: when unzipped, up to 350 mb less. Also the performances should be better

Version 3 (26/03/2020)

Version 2 (26/03/2020)

  • improved facial rig (first attempt)

Version 1 (initial release, 25/03/2020)


Filename Downloads Created Filesize
Files
rig_tools_nd40yVa.zip
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134 2020-04-04 17.65 KB
jill_re3rem_v5.zip
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838 2020-04-02 221.15 MB
jill_re3rem_v4.zip
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542 2020-03-28 220.42 MB
jill_re3rem_v3.zip
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570 2020-03-26 176.77 MB
Previews
bath1.png
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165 2020-03-25 15.85 MB
jill0.png
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160 2020-03-25 3.86 MB
jill1_O4ZygDR.png
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126 2020-03-25 3.86 MB
sm4.jpg
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119 2020-03-25 315.98 KB
sm3.jpg
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108 2020-03-25 298.88 KB
sm1.jpg
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108 2020-03-25 540.87 KB
sm2.jpg
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107 2020-03-25 536.09 KB
ui_8vFPkGj.png
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113 2020-03-25 1.88 MB
xckuxk.jpg
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49 2020-04-02 954.39 KB
gjdgqo.jpg
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52 2020-04-02 961.46 KB
ziboce.jpg
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57 2020-04-02 946.73 KB
y23jd1.jpg
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73 2020-04-02 956.44 KB
Thumbnail image for [Resident Evil 3 Remake] Jill Valentine

Comments

thanks
Reply • March 26, 2020, 7:14 a.m. -  HANWANG
1 |
Model is not very good. Are you going for the blow up doll look? Her feet are like balloons. If she has realistic looking skin on her face replicate that on the body.
Reply • March 26, 2020, 3:55 p.m. -  ardri
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Hi! The model has a lot of bones that can also be used to adjust the proportions if you don't like them. For the skin, you're free to put whatever texture you want on the body. :)
Reply • March 26, 2020, 5:21 p.m. -  Mustard
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Not sure if asked before, but is this model compatible with Eevee? Actually kind of a general question for your models :)
Reply • March 28, 2020, 11 a.m. -  Selfmindsources
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Hi! Yes, they shuold be perfectly compatible. Maybe remember to enable the appropriate rendering settings (Screen Space Reflections for glass materials, etc..). If you find anything strange let me know and I'll fix it asap.
Reply • March 28, 2020, 12:30 p.m. -  Mustard
1 |
Hi Mustard, thanks for Jill! Did you rig her with Auto Rig Pro? Do I still need to install the rig_tools.zip if I already have installed Auto Rig Pro? Regards ipaid
Reply • April 4, 2020, 1:17 p.m. -  ipaid
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Hi! No, you don't. You should be fine with the main Auto Rig Pro addon: no need for further installations. :)
Reply • April 4, 2020, 3:09 p.m. -  Mustard
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Ok great! In general, are you happy with Auto Rig Pro? Do you have to tweak a lot (like weight painting, shape keys etc)? Is it easy to add additional bones?
Reply • April 4, 2020, 3:18 p.m. -  ipaid
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There are some things that might need some tweaks. For instance, the basic binding always gives bad (but luckily contained) results for the facial rig and therefore you have to manually fix them. Moreover, the legs and arms might need some additional corrective shape keys to give a good bending. But auto rig provides a lot of tools to simplify this work! Plus, since they added the scale fix, the binding tool almost never give you the auto weight error - the nightmare of model creators! :) As for the additional bones, the rig generator is smart enough to recognize "external" bones (for instance the ones that you can simply add to the auto rig metarig with a Ctrl+J on the armatures) without giving errors. If I remember correctly, rigify throw some errors and stops the rig generations if the addition of bones is not made using their tools. In the end, in my opinion, auto-rig is superior to rigify for the simple fact that you can achieve best results with *a lot* less work. As for the rig itself, I prefer the autorig one, but in this case I think it's a matter of tastes. :)
April 4, 2020, 3:34 p.m. -  Mustard
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Hey, thanks for the model. I'm currently trying to import this model into SFM, and I know next to nothing about how Blender works. I was wondering; is this model pre-textured? If not, how do I texture it?
Reply • April 4, 2020, 2:30 p.m. -  oatly
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Hi! Yes, obviosuly the model already has textures and UV maps (is this what you mean by pre-textured?). Unfortunately I know absolutely nothing on how SFM model porting works. :( But you can try to ask on the smutba.se Discord channel.
Reply • April 4, 2020, 3:12 p.m. -  Mustard
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