Human Progress

The cornea and sclera are one mesh, with a colour ramp separating their materials. There’s a separate mesh inside for the iris though.

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Are you doing everything in blender or do you use some other software for sculpting?

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The sculpting for this project was originally done in Sculptris, but I intend to use Blender for any further sculpting.

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Chris, may I ask what resources you’ve been using to learn Blender so quickly? Any particular tutorials or resources you’ve found useful?

Especially with regard to rigging and shading.

I realise your proficiency with the software has a lot to do with decades of 3D experience, anatomy knowledge and a willingness to experiment, but you’re clearly learning your way around Blender as well.

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Also, I would happily pay for a set of .blend files if you ever chose to sell them. I can understand not wanting to do in-depth tutorials, but if you do sell the blend files it would be worth including some basic videos that act as a guided tour of your rigs and shaders. I’d be willing to pay more for a curated learning experience than just a simple file dump.

Thank you for being so generous with your time and knowledge! Expertise like yours is a rare thing.

Pretty good development here Keep it up :+1:

Hey Chris,
Awesome work.

Suggestion:
Try using the mesh deform bind to the main mesh rather than skin wrap.
Be careful before pumping up the deform precision value too much.
Else just join this with the same mesh (ensure weights transfer in wireframe mode).

keep bringing in the awesomeness!

The manual. :wink: Initially I went through some YouTube vids to get the basics (Blender Guru, CG Cookie etc), but then I hit page one of the manual and worked my way through most sections, taking notes and listing every keyboard shortcut as I went. I have a couple of OneNote pages full of the stuff now.

I think these were some of the more general ones I went through:

https://www.youtube.com/playlist?list=PLa1F2ddGya_8V90Kd5eC5PeBjySbXWGK1
https://www.youtube.com/playlist?list=PLjEaoINr3zgHs8uzT3yqe4iHGfkCmMJ0P
https://www.youtube.com/playlist?list=PLjEaoINr3zgHJVJF3T3CFUAZ6z11jKg6a

And some more specific ones I saw fit to collect along the way:

Yet Another Blender Hotkey Video
How to set up Retopology in Blender (Tutorial EN)
Blender quick tip - Pipes
14 Awesome Modeling Hacks in Blender
Blender Tutorial | 20 Essential Selection Tips For Modeling
17 Tips to Speed Up Modeling in Blender
Position Bones in Blender like a Boss
Blender Rigging Advanced Foot Roll Rig

Bear in mind these are all pre-2.8 though.

Indeed, some sort of operating instructions would probably be necessary I think.

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That’s a great help, thank you! :slight_smile:

I have a feeling I tried mesh deform, can’t remember what the issue might have been though. For now it’s working sufficiently, but if it starts playing up I’ll look into it again.

I did try extruding it directly from the eyelids, but the edge flow around the eyelids deviates near the caruncle, so I have to use the loops further into the eyelids which results in the mesh being too thin.

Thanks for the suggestions though!

You can probably correct the drifting mesh by using corrective shape key drivers depending on the rotation of the eye bone.

There’s a problem with that - the eye is using a Damped Track modifier to follow the control bone, and I can’t access the rotation values of the eye bone. The axes always appear as 0 regardless of the orientation, so it has no affect on shape keys. I’m hoping someone knows a solution for that as I want to drive eyelid folds and other things with the eye bone as well.

hmm…strange it should allow you to access those values even with a damped track. Is the value that is 0? the bone that drives this shape key has a damped track on it. Make sure you have the rig to an extreme point and it should have a value.

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Weird, I could have sworn that wasn’t giving me any values last time I tried… maybe it was something related that I was trying to do that needed the values in the N panel (which still appear as 0). Anyway it’s working now, so thanks for looking into it!

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It happens sometimes to me as well lol…glad it’s working!

I reckon using Lattice control can solve your issue. You will need to contain it to the bone roatation movement. Hope it works.

By the way here is a videos from my archive that may help you in time as you progress…

I haven’t experimented much with lattices yet, it’s probably something else I’ll try if the current solution starts falling apart. Thanks for the vid, for muscles and tendons I’m hoping to find a way to simulate skin slide, but I might be able to fall back on displacements in some areas.

I really wish to know how do you manage to make the eyelashes (which appears to be particles) to follow the mesh so perfectly. I would pay for the tip. Let me know if you can help me. :slight_smile:

Yes they’re hair particles. All you have to do is add them in Particle Edit mode (set the count to 1 so you can control where they’re placed), and they follow the mesh automatically.

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Yeah, I already tried this, but the eyelashes (and eyebrows as well) always slides separating from each other, as if they were following the polygons normals orientation (maybe that’s exactly the issue).