Anime girl Project

Alright! am a 6 months blender user and previous Maya user ( I hate maya ) I decided to make a stylized female anime for my portfolio so here is the head, it took around 2 hours modeling and shader settings as well.

so here is the low poly mesh which is 402 faces and at the lower part is the subdivision 2 modifier with eyelashes eyebrows and eyes added to the model, next comes the Body.


here is the reference that I used for the model


visit my :
Blog : www.zaidmjraven.blogspot.com
deviantart : www.darkslyer7raven.deviantart.com
facebook page : https://facebook.com/skeletalravenarts

and finished the body, still have to do the hands, total mesh count is 3060 trice, total work hours 4 hours




ALRIGHT! finished for today! total work hour is 5 hours.

tmrw will start on the hair and texturing, will do unwrapping today.



with UV map done!

Is this char sheet made by your own design? I find the hips somewath too wide in the front view. Face is nice. Check out these chars http://date-a-live-anime.com/character/origami.html. If you like, join the google+ 3D anime community.

Hi! thanks! for sure will do join! :slight_smile: and as for the character sheet, it was made by the mangaka http://nsio.deviantart.com/ he is really good at what he does and I like the wide hips gives more sexy touch to the character :slight_smile:


alright! so after finishing these concepts! I decided to go with the last one! :slight_smile: there is going to be some serious shit exploding baby! yeah!

What about perspective views? From what I can tell these are all orthographic.

will do in farther developement when I do scene concepting which possibly be tmrw :slight_smile: and yes you were telling right :slight_smile:

Oh, okay. I’ll just wait until then in that case :stuck_out_tongue: (It’s really hard to tell how good it looks without perspective though, just because it looks good in ortho it doesn’t mean it’ll look good in perspective, for that reason I very rarely enter ortho, I’d rather use image planes in perspective and correct as I go along (and it lets me do 45 degree angles to correct between front and side perspectives :3)

experimenting with toon shader, I modeled that explosion yes I did! lol! :smiley: I know it is crazy but it is an experiment and it worked out well! :smiley: lets see if I can animate it :smiley:


more refined ver to make sure



gun model of FN P90 Blender 6.9 toon shader and freestyle ( the girl’s weapon )


this is the progress for today, glasses, watch, bullets for the gun and transparent Clip

Great work so far, I’d say. :slight_smile:

The topology still need more work, but it shouldn’t be a problem to animate it right now.

thanks! doing the best I can! and please do tell me where I can fix it, if you dont mind! :slight_smile: so I can do so! :smiley:

and thanks for your time! :slight_smile:


testing out hair modeling, the 1st try is the one on the right side and the 2nd try is the one on the left

1st try: what I did was modeling strands and laying them on top of each, I did like the result much
2nd try : i did mesh extraction from the head and started modeling from that base to make the hair ( I liked how the pony tail came out but I still dont like the over all shape, I see that the 1st try was better.

am not sure if I should move on or keep testing.

Colin Barton through Blender group on facebook provided this link for me http://www.aversionofreality.com/blog/2014/1/4/project-maiko-overview to do this method I have to do farther study on hair …

lots of study…


Topology for an elbow or knee joint.

The overall shape of the hair is good. What is off is the direction of the strands or locks covering the skull. In a ponytail style, all those locks are pulled toward the pony tail fastener. In your first try, the strands run parallel to each other and don’t appear to radiate out from the scrunchie, the second try is a bit better, but probably because it lacks strand detail and not because the larger locks are oriented toward the ponytail.

Looks very anime to me. Very cool. Are you using this for a game? Because of the explosions and guns…

alright done so fixing!


I think the yellow marked verts could be slid away from the back of the arm some, to round the arm more and to even out the size of those quads. I certainly hope those edges I marked in red do not meet in a single vertex off screen, forming a triangular face. You want to avoid triangular faces, especially long narrow ones, as much as possible.


The hair appears better, of course, the real question is whether it reads properly from the front view.


Here is a girl wearing her ponytail in about the same position as your model. Notice the skull hair is pulled pretty tightly toward the tail.