Hello Blender Community, I recently tried to create my first character by following some tutorials on the Internet and I’m kinda stuck now. I created the body with the Subdivision Surface Modifier and here the results:
I would like to create detailed breasts and got few ideas on how I could proceed (Adding an edge with CTRL+R) but this creates an annoying line on the body:
Even if I get to fix this, I’ll still be stuck somewhere. I want to make naked breasts and I feel like I’ll be extremely limited if I use the actual body to do that and I’ll probably have a lot more to fix to make it look at least good.
So my question is: Is there any way I could make detailed breasts without destroying the rest of the body? A way that would allow me to add a lot more details without actual limitations?
I tried to look on some existing model but the problem is that they obviously don’t use any modifiers and have a lot more editable faces. As I read it is a bad idea to apply the Subdivision Surface Modifier before the weight painting (and even after?), I really don’t know what to do.
As you could notice, the model is still unfinished but I really need to know how I could proceed before I come to this point.
It’s about the structure flow for different details and supporting the forms, static or deforming. Just like the head you’ve made, flows on the body need to turn.
Hard surface or organic, just buzzwords, it’s the same for a simple steering wheel or a female character
There’s more going on with a character though. Steering wheel is static lifeless object where as forms on characters are caused by skeletal and muscle structures underneath, and deform based on the movement/pose.
Could even combine and put breasts on a cube if that’s what you want
How you turn structure flows doesn’t matter. Could select faces on an area and fill it with an n-gon, then cut that n-gon with knife (K) or vertex connect (J) to get edge and face loops turned. Could rotate edges (ctrl+E -> rotate CW/CCW), delete faces and bridge them again (W -> bridge edge loops, F to fill). Could select an area, hide unselected (shift+H) and cut. So on and forth.
The breasts themselves don’t require that much, just an extrusion out of the torso surface, but their connections do so that there’s a natural flow/connection, and also has the surrounding muscles. Currently the torso consists of vertical and horizontal loops, shoulder and armpit area need more work for the breasts to connect realistically (if that’s what you’re going for).
Apply as in push the apply button on the modifier, yes, not good. Have a backup before applying subdivision surface, because removing all the geometry it creates and preserving the topology afterwards will be harder.
Also, I don’t recommend building the structure with subdivision result visible on the control cage
I also forgot to join my .blend file for you to see better so here it is: female_character.blend (652 KB)
I’m new to modeling so I don’t really know what should and shouldn’t be done.
So basically, I should flatten what I did on the torso then make the breasts separately to bridge them to the torso after deleting some faces?
I’m aiming for an anime style so, not too realistic.
It’s not recommended to start modeling with a character model. A coffee cup is more like it.
You could follow a tutorial series
but it’s still very involved.
There are multiple ways to model and everyone models their own way. There’s no one way nor “best way”. That means modeling is combining the knowledge of the tools, the fundamentals, understanding of the requirements and deciding on bigger and smaller workflows to get to the end result. The end result might be same or similar for the same requirements, but the process to get there might be very different depending on the person.
Tutorials may teach how the used modeling tools behave. They might tell why the tools were used to make a particular thing and giving some information about the fundamentals/requirements/workflow, but starting with a very involved model might do more harm than good if you have nowhere to ground the received information. The worst you can do is to learn steps to make something.
Would suggest starting with simpler models. Get to know the most used modeling tools, the modeling environment, controlling subdivision surfaces, some polygonal modeling basics, interpreting forms and proportions, and the structures that makes the forms and also fulfils the requirements from the end use and pipeline stages before that. You can start learning those things from a simple coffee cup (modeled, textured, lit and rendered), but the information and problems come bite-size, which are easier to chew.
Sorry for the very late reply. Thanks for the help. I just was too stupid to remember that the approximated points aren’t the things I should work on. Also thank you for these tutorials, they greatly helped me (I didn’t even know for the Inset tool).