Hi everybody, I am taking a break from the ad ideas and doing something for fun and here it is. Let me know some serious crits on this guy. I will be adding weapons and maybe some material but I am not that good at doing texture yet so I don’t want to ruin it with a bad texture. I don’t like the way the boots look so any help there would be appreciated.
I like this so far! The topology on the thighs is painful though - I would rework that to have a more natural flow if I were you… if a point has more than 5 sides it’s called a pole, and you want to avoid these when working with organic models. There is a huge one on the top half of you thighs that is ruining the topology there. There’s also another in the middle of the feet. These make animating a paint and often give your model minor problems when rendering.
yeah those poles on the upper thigh are not good. it’s better to add a couple of triangles if you need to. topology looks great on the upper body though.
Thank you for the help on the topology. When I redid the upper thigh for some reason the particles for the hair went haywire so I had to redo the hair. If anybody knows why let me know. I have added a few things to the model, redid the cloak, but still having a problem getting the boots to look good. Does anybody know of a good tutorial on boots or something that would help? Anyway here is an update.
I have a question. I have seen other people talk about “Sculptris” and decided to check it out. How do I import a blender model into sculptris ? I have read about other people moving their blender files back and forth between them but I can’t seem to figure it out (unless I am overlooking the obvious).
you’ll have to export your model as an .obj file… lightwave, i believe…
Yes as an .obj export. The way sculptris creates new geometry, it really doesnt play well with quad modeling. But ive noticed that if you hit your model with the reduce brush it will break the faces into topology sculptris will model with better than say you just start sculpting after import.
Here is an update. I have been playing with the internal paint tools. Let me know what you guys think.
Looking good, man. One minor suggestion: what about some particle fur around the top of the boots?
As for the boots, I think it’s just that the calves are disproportionate to the thighs, which then makes the boots even more disproportionate.
I realize this model is disproportionate to the actual human body by design, but IMHO, parts should always be proportionate to their whole. In other words, the calves should be as disproportionate as the rest of the leg, and the leg to the rest of the body.
Note: I’m a beginner, so take my advice with a handful of salt.
How do I pin the cloak to the model after I apply a cloth modifier to it ? When I had it as one model the cloth modifier applied to the whole thing and wouldn’t work just on the cloak (unless I did it wrong). I am trying to get the cloak to move more naturally when he moves. Any help or pointing toward a good tutorial will be greatly appreciated.
I got it figured out but the cloak keeps going through my model mesh unless I make it very stiff with little movement. How do I fix this?
Check the collision settings, both for the cloth modifier and the body of the model it dresses. that might give you what you seek, my friend.
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If you don’t like the way the world works you have a choice;
get out, let it change you, or you can change it.
The hard part is knowing which is best
Here is the cloth test. I can’t seem to figure out how to make the cloak to not go through the model.
Is nice to see my hulk mesh being use by blend user,I thought no one will use it. It make feel proud!
Not Exactly. It took me a long time to figure out how to recreate the hulk image and when put next to each other the scale is off on some of the muscles and the body, but I liked the design and wanted to teach myself how to make it. I got it from Blender Cookie in one of their free model packages.
you gotta enable collision in the physics tab for all the objects that you want the cloak to collide with (performance killer, be warned)
The model is all one piece except for the cloak and swords. Collision is enabled on the model but it still goes through. Do I need to separate the model to get it to work?