Hello, chaps! I’ve decided to model, texture, rig, and animate a little lad, and I’d like some guidance throughout the youngling-manufacturing process. I’ve never really attempted a full human before. I’ve never actually finished a head, either. I mean, I’ve started… but uh… yeah.
So, I’m definitely gonna need some help, although I’m sure I’ve improved a lot since then. Here are my sketches for the youngster:
And here’s what I’ve got for the model so far:
Any crits? Suggestions? Comments?
I’ve been trying to be very conscious of edge loops for the face/head, but I really have no idea where to go for the body. Can it be a grid? Are the edge loops for the body as crucial as the ones for the face?
i like these tutorials as they show u the general way how to model your character. the only problem is that they are written for maya so they use sometimes n gons…
keep the on the good work
One thing I realized from my own modeling is that if your character is going to have clothing, then the body underneath isn’t that critical. Just use simple form to block it out, then model your clothes around it. Of course, there are many ways of doing it, mine isn’t necessarily the best way. And I’ve found that it’s ok to have triangles in clothes, since it helps to simulate the way real clothing wrinkles and folds. Just don’t use triangles in the character itself.
Hmm, maybe you should work on the ears. They look very strange, unless you meant to do that on purpose. Other then that everything looks excellent. Keep up the good work!
As far as animation goes, you seem to have a bit too many loops around the mouth. When I model I have subsurf applied at all times, starting from the first vertex point; it lets you see the minimum vertices you can get away with. The lower amount of vertices you have the easier it will be to animate in the future. (I think this is the most critical mistake people make when following a reference image, they try so hard to make sure that the non-subsurfed model is close to the image that they end up with way too many unneeded loops/vertices in order to accomplish a curve or such.)
I started over on the ears - they’re now bigger and seem to be more realistic. However, the edge loops in the ear are totally screwy, and I know I’ve got some triangles in there somewhere. Since it’s just the ear, do I need to worry about that? I mean, it won’t be deforming much.
Also I worked to separate the two poles that lukep pointed out. (Thanks for that!) I think it’ll deform more nicely now. I’ve been working on the body but after looking at those tutorials I realized I’m not doing it right. I’ll post an update soon! Thanks guys.
I don’t think I’m really doing the body right, but I realized something. I want this guy to wear clothes. I have no idea how that’s going to work. None.
How do you do clothes? Do you model the whole body underneath it and then add clothes as separate objects, linked to the same skeleton? or should I just start modeling clothes now? And do you model clothes differently from the body? I uh… I haven’t thought this through.
And here’s what the hand looks like:
This stuff is difficult! How should I improve the hands?
Thanks Lukep! I haven’t gotten a chance to work on the hands yet, but do you think they need any more definition? Or just tweaking? What I mean is, do you think I should insert more edge loops for more detail, or do you think I can get away with what I have?
I’m about finished with the body, I think. Here’s what I’ve got at the moment:
Will he stay naked?
He’s ready for rigging.
But I think the fun is that we can make clothes for him if you don’t give them.
Hopefully the Cloth Simulator will make it into Blender. And hopefully those technique’s will be improved. Volumetrics are pretty though for Blender.
No, heheh, he’ll be clothed. I’m gonna rig and animate him first, I think, and then try adding clothes. Or maybe I’ll rig first, add clothes, and then animate.
I dunno - should the clothes be part of the same mesh? Or can they be separate objects, being deformed by the same armature? I’d love to experiment with the cloth simulator but I’m planning on just having the rig deform the clothes - no simulation involved…
That’s the way I’d do it, then you can put the clothing & the character on separate layers, & you can turn the clothes on or off easily. Then you can even model different outfits, each on a different layer, but controlled by the same armature!
For example:
dirty water. the mud floats trough it(under water). You see it looks very fluffy… it looks like you can look trough it(and that is what particles don’t do yet in blender. however faking is an option. someone else explain please?
well eh does some one know where i could download a script or something like that to simulate cloth, as i m working on a model of a woman now and sooner or later i ll need some clothes for her
I have never seen anything like that happen. Everything seems perfect unless something is wrong with your vertex groups or maybe something to do with parenting:confused:
Yeah, that was my first thought, but even if they were, you would still see some movement in those vertices. I went through every single vertex group and didn’t see that area being influenced by any other bone.