Still a wip, but this is how far i got after two or three hours. The idea is i want to be able to texture him with flat colors and then animate him to simulate a 'toon style look. the renders are showing me some glitches in his arms, probably due to the fact that they’re square and not more rounded. I’m hoping to fix that without upping the poly count too much, but i might end up rounding his arms a bit. But i was wondering if anyone had a decent link to a tutorial or something dealing with the Color Ramps in blender, since i’ve seen some nice cel-style shading come from that, but i have NO idea how that thing operates, and it’s left me confused
Basically i’m shooting for a low-poly model for animation with the Blender renderer as opposed to the game engine, and i’m noticing some odd shading glitches in the renders that don’t show up in the viewports. Nothing major right now as i am still working on the model and it’s not that important for now, and the way i;m going to texture it the shading may not even matter that much, so i’m saving that issue for later
You could round the arms with subsurf, maybe. It looks pretty nice so far. The only thin I can see is that the head is almost a bit too flat under the mouth, but that might just be me or the angle. Looks awesome so far.
EDIT: Re: glitches, have you tried recalculating the normals (ctrl+n) or removing double vertices?
i’m an animation nut and i’ve seen the flick about a billion times, hehe. But yeah, i couldn’t find any front/side views so i just grabbed some pics off the 'net and winged it. Looking at it now i think his arms might be a little too long…
Ahhh… i tried recalculating the normals, but i didn’t think about extra verts… i’ll check that when i wake up
And damn you guys reply fast… i posted the first, went to read the thing to make sure there were no blatantly horrible spelling errors (always a good idea to check AFTER you post, hehe), went back to the forum and BOOM! there’s 2 replies already… that’s got to be some kind of speed record for me
Make sure you don’t have any geometry passing through other geometry, as this will also cause strange artifacts. This is easy to do in places like the ear where the mesh is pinched close together.