Human Mrs. Puff Spongebob Model

This is part of a project I am working on for a short animation I am aiming for a slightly stylized look. I have never completely finished any basemesh for a human models. What do you think? Are there any problems with topology? I did notice that when I apply the smooth shader, some dark areas show up? It looks okay in the flat shader, but it really does not appear nice when I set it to smooth.
(sorry, the screenshot of the flat shaded Mrs. Puff is attached, )


Attachments

puff.blend (534 KB)


Seems to be some inverted normals. Try to recalculate them (Ctrl+Shift+N, if memory serves right).


Thank you so much! It seems to be fixed now. I also extruded a back and shoulders. They aren’t perfect, but it’s just to give myself an idea of what its supposed to look like.

Here’s the concept art to give you an idea of what its supposed to look like:


Art by my sister, whom I am collaborating with.

i am halfway through a person with a tutorial so the style and proportions are set for me! are you using proportions off the drawing? or seeing what feels right?

I am mostly using the concept art for the proportions. If they don’t look right, I will alter them. Also, my sister is drawing more concept art, for when this is more than a basemesh and I need the details.

Update on the model. I still have much, much more work to do, especially with the proportions.


i am learning myself but it looks very low poly? is this deliverate? across the nose and face in particular… blendercookie has some good head modelling things and a head topology reference video…

As i said i am not experienced so it might just be the angle…

It is supposed to be sort of low poly, because of two things: 1) is that I want it to be optimized for animation and 2) I am going to use the subsurface modifier to smooth it as I go.

Here’s a picture of the face in edit mode, so the topology and such is more visible.



Thank you for your comments.

If you want to animate that, you’re gonna have a bad time! :wink: You should definitely study some head modelling tutorials to see how topology should be laid out (especially for animation). Either look at the one from cgcookie or get the Blenderella training DVD.

I was using the basemesh tutorial from CGcookie, and went from there. I realize now by looking at images and tutorials that the topology is completely off…how do I fix it? Do I start from scratch and re-model it?
Thank you so much for responding and helping me with the normals issue.

This tutorial can help you :slight_smile:

Thank you. I tried to use that method many times, but I don’t think its for me. I am using a completely different method right now, and it seems to be working. Topology seems to be very much improved. I started by using the older CGCookie tutorial by Jonathan Williamson. I stopped when I realized the rest needs Citizen membership to view. Now, I’m trying to model my own way, while still keeping topology in mind. I’m not too sure this mesh will be for Puff anymore. I was thinking another character would be best, maybe one with a easier face shape (maybe Sandy Cheeks?)
Thanks again!