I am currently working on an anime-esque female character that I want to rig and animate in the later process.
The hair was created using bezier curves.
I am currently working on an anime-esque female character that I want to rig and animate in the later process.
The hair was created using bezier curves.
Can i see more views like a side,back and top in wireframe.
Is there any reason why your putting a pole in a animation area on the neck? that will cause problems when weighting.
Read this
http://wiki.blender.org/index.php/User:Mindrones/Wiki/Subdivision_modelling/The_pole/E_and_N_poles
Thanks! I’ll consider that before I attach the head to the body. To be honest I used a reference for the topology of the face, so I didnt really thought about it
Attached the head to the body and baked some textures onto it. I also did some refinements to the body mesh topology.
Cool stuff. I look forward to seeing more.
Today I created the hands and some basic clothing for testing purposes. I also tried the freestyle render engine.
Here is some my topology for shoulders
An here something for you to study
The greatest link for topology ever…
http://www.hippydrome.com/
This a website from a modeler from Pixar he shows how that topology is suppose to move.
it also shows where to place bones for the best movement which is extremely useful
http://www.hippydrome.com/Sketches.html
Thanks for the link! I’ve been looking for something like that for ages. Really good stuff. It is sad that there is only a ebook version of his book available.