Made with Blender 2.5 alpha 2. I am pretty new to Blender and 3D, so please bare with me. This is my first real attempt at modeling something in 3D.
The model is made using box modeling (with mirror modifier). It consists of 432 faces (after mirror modifier is applied, but without eye balls), all quads, with a subsurf modifier at level 2 applied.
The fur is made with a particle system modifier and different materials.
I am still working on lighting and making a better scene for the render. Next up after that is rigging and animation. If you have any comments, tips or recommendations, I would really appreciate it.
I redid the Cookie Monster head to improve the topology and to make it easier to control fur from growing inside the mouth. Also tried to make the fur more fluffy and real-life looking (please look at full size on Flickr for best quality).
Please let me know what you think
I still have some issues with controling the fur from growing inside the mouth. For some reason, some hairs pop up in the mouth even though the weight is 0% in that area. Since you can not use textures to control particles in Blender 2.53 Beta, I also I have some issues with fur growing through the eyes.
My guess would be you have a few strands going through the mesh from the chin or lip.
I would try cutting them in particle edit mode, or combing the parent strands out of the way.
@LoopyShane There were some vertices in the mouth that for some reason was part of the density vertex group. Did not see them earlier, they are now removed. I also had one strange looking strand that I managed to get rid of by puffing it a bit. Thanks for pointing me in the right direction.
Looks great! My only suggestions are to make the fur a bit lighter, and perhaps in particle mode you could smooth the head out some? I noticed on the real model that the fur on the head was smoother than the fur on the rest of the body. There’s a good tutorial on manually controlling particles here:
Great job, I like it . Maybe you could add some bumps to the mesh in the body, to add some random deformities that the original doll has. And i’m missing a cookie too :).
Been a while since last time I worked on this project. When I tried to rig this guy, the deformations got real ugly because of the way the arms were modeled. This is why I now have tried changing the arms, as you can see in the image below.
I find it quite hard to do the topology right for shoulders/armpits. Should I be able to skin/rig this guy with this mesh? How would you do it? Any suggestions?
@pixelznbits: I did last time, but forgot to do this when trying again on these new arms. Been a while since last rigging/skinning session. Arms seem to deform pretty well now. Thanks!
The other part I am really struggling with is the mouth, head and eye balls. I would like to be able to close and open his mouth without deformation of the eye balls. Any suggestions?