Game Editing > 3D Modeling & Content Creation

3D Modeling WIP Topic

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silicone_milk:
More stuff today after some Blender crashes and out of order parenting.

[removed dead img refs - kat]

Oh, by the way, the clothing is on a separate layer. I ended up making this body mesh (working on the joints) for the cloth to deform over during cloth simulation.

kat:
That second set has better feet, it's often just a case of pushing the shapes around until you get something that looks and feels right. Remember though, you can use your own body parts as references, even better if you have your own pair of ninja boots!

I've had 2.5 Alpha 2 crash on me a few times as well, usually when using the sculpt tools. There's apparently a new SVN available with a fair amount of fixes and updates.

OT: For screenshots JPEGs are usually good enough to show what you want, using PNGs doesn't really 'add' anything in terms of quality, so all it tends to do is bloat the file sizes and slow down the page loads.

silicone_milk:
Thanks. Yeah, I hadn't defined her ankle bracelets very well and after making them pop the ankles look much thinner (no longer bracelet thickness XD). I still think I need to work on the topology of the heel.

She's barefoot so I'll be creating a semi-detailed foot (with toes) so it doesnt look like she's wearing boots :) She wears a cover over the top of her feet which is what the thin face loop circling the feet are part of. (near the sole).

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I just downloaded the latest release for Windows 7 from the SVN repo last night (was r30542 I believe) so things *should* be a bit more stable than the build from Blender.org (got it from graphicall.org)

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PNGs are just a habit I've developed since I was moving wallpapers around and used the format to avoid jpg artifacts. It's not a big deal for preview shots but when I want to ensure a quality image I use png. My last set of images are jpg actually.

kat:
What I'd do with the feet is leave them as-is for now and get the rest of the body sorted out. It's important at this stage to get your edge loop distribution a bit more balanced so you should be looking to either remove a few from around the body, or, add some to the legs so you can start to shape those a bit better; leaving the legs as tubes is one of the reasons why it's sometimes tricky to get the feet right because those are built relative to what the leg looks like, especially when you're eyeballing it.

Also, keep an eye on her centre of gravity which tends to run through the pelvis - if you note in the side view her top half is pushed forward a little too far relative to that so you need to pull it back a bit and push the upper thigh/waist forward so a plumb line drops approximately down from the top of her head to her feet through the hips in a more centralised fashion. See attached, had to fudge the fix as I don't have a proper 'liquify' tool.

pazur:
So many people are saying that 2.5 is unstable... I guess I will wait until it's really usable though all the new features and the new interface look great.

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