Hi and happy holidays everyone. ^^
I picked up Blender a few days ago. This program rocks. Though there are some things that seem less-than-intuitive, it’s true that you can get used to it quickly. I remember using version 1.43 a long time ago, following some kind of gear-making tutorial. Now with 2.4, I’m just floored at the usability improvements since then! It’s refreshing to see an open source program making great strides in UI enhancements.
I have a lot of experience at creating maps for games, but have more recently become enthralled with making my own props and decorative meshes in outside programs (i.e. Maya) such that learning a general purpose 3D program seems like a solid goal. Recently, my muse has been nagging to build some of my characters in 3D. They are predominantly “scaly” (reptilian humanoid).
These are some screencaps of one of the heads I’ve been going at for a couple days.
I basically want to know if I’m in the ballpark when it comes to her wireframe and fundamental design. Do I have too much going on? Too many loop cuts? Too little? Naturally, I acknowledge a lot of this is throwaway work. But I do just want to go shotgun and see what I end up with. Ideally, I want to make a model I can pose but not necessarily animate. I also want to render her in cel shading rather than photorealistic. Her mouth would basically articulate up and down rigidly, but her cheeks could deform for expressions.
I was going by some sketches of this character initially, but soon realized how misleading they were in the 3D world (there’s no way one eye would be so clear from a side view if both eyes are forward facing). Heh. Even if I don’t use 3D models in the long term, even crude ones can be very useful guides for 2D things.
Also, cause I’m such a n00b, I got all of these lines on the back of her head due to the loop cuts. What’s the best way to get rid of these without creating triangles elsewhere?