Character Attempt (Blender Slowdown)

I’ve only been using Blender for about a month, so I’m brand new to 3D.

This is the second character I tried to model for animation. I’m only going to use the upper-body for this one. I plan to have him seated and playing guitar and only on camera from the belly up.

I welcome any comments, but in particular I’m curious if there’s anything about the way I’ve modeled this that would slow Blender down. I’ve added an armature, and I’m trying to do the rigging now, but suddenly Blender has become too slow on my machine (running Win XP on 2 GHz and 2 G RAM). The weight painting lags behind my mouse by more than a minute, making it impossible to move forward.

I did not run into this problem when I rigged my first character, and he had legs, so I’m not sure what the problem is. Since the last one worked smoothly, I figure I must have messed something up in the modeling. Any ideas?

Here’s the first animation lip-sync test:



if you are intending to anamate the face then the edge loops coud do with some work., redirect them around the mouth.

what gfx card and cpu have you got? if its intergrated into the mobo then that’s what’s casing the lag, try reducing the subsurf.

Yeah if you compy is slowing down turn down the subsurf. I had that problem once, was wondering, “why is my PC slowing down” when I noticed I had 100,000+ vertices +subsurf. Had to cancel the project. Oh well…
Other than that the eyes on you character don’t seem quite focused…I would eventually have them track to a bone.
Overall though, he’s a cool character I think I may like him. Good Work!

Thanks hessiess and Red Yoshi! I reduced the levels on the subsurf ,and that did the trick.

As for the complexity of the model, is the number of vertices a good way to measure that? If so, is there an easy way to get a vertex count. I’d be interested to compare this to the one I did before.

On the issue of edge loops, I have only the vaguest understanding of what they are. Could you point me toward a good resource on edge loops? Here’s what I think I’ve learned from various tutorials (which isn’t much). Your model’s mesh should be made up of continuous loops whenever possible, and smooth loops around the mouth, eyes, and joints is important for proper deformation when the character is rigged.

Is that right, or am I totally thinking in the wrong direction on this? Also, if that is right, how do you clean up the edge loops on a model? I find it impossible to mess with the mesh without chanign the shape of the character. (I realize these are probably silly questions, but I’m brand new at this, so bear with me.)

Thanks for you help. I’ll post more as this comes along.

face modaling, targeted at realistic modaling, but the principals still apply

tut is on pags 1
images on bottom of page 18

this one demonstraits a using more cartoony model

thoroughly explaines principles of egeloops

the eyelids on your modal look like a separate mesh, they should rilly be part of the head mesh

The vertex count is up in the upper right hand corner of blender (it says “Ve: ### - ### Ed: ### - ###” etc… or something like that) the vert count is the first on the left then edges and then faces. If you have multiple objects and you just want the verts for a certain one, just select all the verts on that object and it will show you how many are selected.

hessiess: Thanks. Those links should help me get a firmer grasp of this.

Thanks. I love when the solution’s right in front of my face like that.

OK, so I joined the eyes to the body mesh (as hessiess suggested) and finished rigging after you all helped me solve my slowdown problems.

So here’s the first animation lip-sync test:



My plan for this project is to create this comical country singer doing a sort of video blog in which he sings novelty songs while playing guitar. (That’s why I haven’t bothered to model any legs for him. He’s only going to be shot from the belly up with the guitar covering much of his midsection.)

Things yet to do include background items for his room and a guitar (Anyone know any tutorials that might give me some of the skills to do a guitar?). Then I’ll do a test to see if I can really make him look like he’s playing and singing.

Any crits are welcome. I’m new at this and very hungry for advice on how to get better. (I know there’s some problems with my mesh that create some crinkles in his skin as he moves–especially in his hands, so I’d love to hear some advice on how to address that.)

OK, so I’ve started modeling the guitar for this guy, and I’m having smoothing problems. I’ve tried auto-smoothing and edge-splitting but neither seem to work exactly right.

The challenge for me right now is to keep the face of the guitar flat (solid) while the edge is smooth (like on a real guitar). I set the autosmooth angle to 80, and then hit “set smooth” which means that all those larger angles should get smoothed, right? But they don’t, at least not where they meet the face of the guitar. So how do I get rid of all those little points where the face meets the edge (you might only be able to see them in the big image)?

Big image at:

I’m beginning to think it’s impossible, but I’ve seen other models that do this, so right now, I guess it’s just impossible for me. Any advice?

use the edgesplit modifier and set your entire mesh smooth. you can also mark sharp edges if you need them.

I can’t really tell what the problem is so could you point it out with a draw over?
As FreakyDude said the EdgeSplit Modifier allows you to turn off the angle smoothing and only smoothes the edges marked as sharp.

Hehe, i really like it