Manga Style girl

Ok, I’m not really sure where I should have posted this, because I have questions about my mesh, but I also want to continue it in this thread and have feedback, so…




I didn’t began the texture yet (only for the eyes). I added some colors because we couldn’t see anything…
[ATTACH=CONFIG]249280[/ATTACH][ATTACH=CONFIG]249281[/ATTACH]
I did the head first, added the eyes and modeled the hair on her head… but the problem is that I joined all these meshes together… (and couldn’t undo it), but I said it’s ok, because it’s only for practice… So her eyes can’t move, but I could move her body and do some animations.
But, I realized when I added the body and the armature that her eyes were popping out of her head when I moved her… And her hair stays in the same place (depending on the position)…


That’s when I move the head, When I move her arm and when I move the neck

It can get pretty creepy…

Do I need to delete her head and redo it???(but if I do, how will I prevent this situation to happen again?)

And what do you think about the modelling?
I think her hands are too big, but I’m not really sure…
Are her feet too small?

And how can I attach the hair to the head and the eyes, but that I can move each of them separately?

You should be able to parent the rig to the eyes and hair separately from the body mesh. It might help to create individual bones for each eye and the hair and then make the objects children of these bones. Then join the bones to your armature and make them children of the head bone. Save frequently, but add numbers to each save so you have previous versions to go back to. (Press F2 and then + on your numpad.) Look up some videos on rigging while you’re at it. David Ward has quite a few free tutorials you can learn from.

:slight_smile: Thanks for the reply, I’ll try that!

Also, if bones in the arm (or elsewhere) are affecting the hair, you can:

A) Select all the hair vertices in edit mode and hit P to separate them to a new mesh. Then with the separated hair mesh selected, delete all bone-generated vertex groups except the one corresponding to the head bone.

Or,

B) Leave the hair as part of the main mesh and go into weight paint mode. Select the head bone and paint all the hair verts 100% red. (This’ll be easier if you hide all the non-hair verts first.) Then select one-by-one any other bones you suspect may also be exerting influence on the hair. If any part of the hair is not blue while one of these bones is selected, paint the color out until it’s all blue. Multiple bones may be exerting force on the hair mesh, so keep checking until you’re sure nothing is affecting the hair except the head.

Overall, the model’s looking pretty good. She either needs toes or footwear, of course, and she could really use some more meat on her hands, which look positively skeletal.

I thought about weight paint, but I’m really new to blender, so I didn’t know exactly what to do…
Thank you for your advices! :slight_smile:

I changed her body a little bit and resolved the problem of the armature. I began her clothes, and I will begin her shoes. I tried to do one of the clothes of her dress in a ‘‘fishnet’’ pattern, but it wasn’t really the way I wanted it to look… It looked more like metal…and when I tried with an image texture, it didn’t even work…

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