Today I finished the Legs, and did a tiny bit of point pulling.
I think the majority of the legs came out really well. I won't have to do too much point pulling to make it as good as I can get it. The legs were a little hard though, while extruding each edge, I had to scale and rotate the edge almost every single time to fit the anatomical measure of the human body.
From this view, you can see that I need to fix the legs a tiny bit, and make the stomac transition into the waist slightly better.
And in this photo, you can see that I need to fix the inside of the legs, and make the waist slightly more rounded. It looks pretty square, so that is something I need to fix tomorrow with some point pulling.
Tomorrow, I will be fixing the points that I have stated above, and if that goes well, then I will start work on the hand to follow with the video tutorials.
Today, I fixed the arms of my character, and started on the hips.
As you can see, the arms on my character are more defined, and look less sloppy. And started on a diaper shape to make holes for the legs.
This diaper shape, creates holes for the legs to sprout from, but as you can see, they aren't very good yet. They still require some point pulling so it looks proper and so I can continue. The holes are a little disproportional, so that is why I must fix the vertices.
Today, I started on the arms., and finished the torso.
Arms, you have to be very careful with how you are modeling them. As they have to be very proportional or else they look very goofy. I still have to do some point pulling where the arm connects to the body as seen in the picture below.
They look pretty goofy in my oppinion. But it is nothing that some simple, yet tedious point pulling can't fix.
Tomorrow, I will start modeling the waist, and if all goes well there, then I will also start on the legs.
Today I didn't get much done because I forgot it was a half day. All I did was start building the body.
It is pretty time consuming because I have to make sure it lines up properly and all the point are where they should be. It isn't that hard at all, it is just tedious work, because like I just said, you have to make sure everything lines up with the sketch while be proportional with real life, at least so it doesn't look too flat, or too circular. You have to keep all of those things in Mind while you're modeling.
On Monday, I might start the arms, whatever comes next in the tutorial.
Today I finished modeling the head, and started on the body of the model.
I also did a lot of point pulling so the head is more proportional. Speaking of proportions, I also used a tool called the proportional editing tool. When you use the proportional editing tool, it basically has an area effect on the point that you chose. You can change the area of the proportional editing tool with the scroll wheel on the mouse. So it moves the other points around the one you chose, but only slightly. The body still seems to have a lot of point pulling as well, but I don't want to do it unless the tutorial does it incase it could mess something up if I screw up.
Tomorrow I might have the body finished, and possibly start the arms. When you are making the body, you have to do a lot of scaling, and moving of points so the form of the body doesn't looke deformed.
Today I finished Modeling the face, and adjusting points so it matches what the face is supposed to look like. And I also started extruding my points around the rest of the head. It involves extruding around the head, and scaling, and rotating slightly so it can start to take shape with the curvature of the head.
After That, I applied a subdivision surface divider. As the name of the modifier implies, it subdivides the surface. I did that so I can more see how the head is taking shape.
It really pronounces the curves and is basically the finalized form of the head.
What I like about modeling the head, it that it doesn't have to follow exactly how the tutorial is doing it. Tomorrow, I have to finish the head and whatever else in the tutorial video then move to the next video.
Today, I started, and nearly finished extruding my characters face.
Yes, I did draw a concept art, but only today did I realise, that I have to do a bunch of complex measurements that I still have yet to finish, so my character wouldn't work properly in the 3D space. So I am just sticking with the Steampunk Kid from the tutorial. You have to make sure that everything one each view is the same size, and proportional. I had it so the character is the same size, but the other parts were kind of disproportional, so I scrapped him. Maybe I will consider him a rough draft and use it for my second 3D character if i do one. But this one is here to stay for now.
The majority of extruding is done in wire frame mode. [Z Key] that way you can see where to put the vertices. And when you are putting the vertices in their respective spots, it is purely estimation, but it doesn't have to be exact. When you are done with the pints you can always edit it in the 3D space to make it proper. Other than that, the model for the head is nearly complete.
Seeing myself actually create this character is pretty cool! (even though I am folowing a tutorial) It reminds me of when I was a young child, I would always wonder how video games were made, and how they got the characters to work and how they made them. And now, the majority of those questions have been answered.
Today I Continued with modeling the face of the steampunk kid from the tutorial series.
I still find it pretty simple, just tedious work. it is basically just extruding, and moving vertices to the right position that can make it look like a face.
I started from the mouth, and worked my way up and then around the eyes, and then around the mouth again, just like in the tutorial I am watching while I do this.
I am not entirely thru the video yet, though. So I havn't experienced what is coming up to actually make the face take up 3D space.
When you are extruding, it is important to only keep an eye on the one side the entire side, because if you start looking at the other side and notice it doesn't match up like this.
(right eye and left eye)
You could mix yourself up because it isn't symmetrical, but it really is. It is just the drawing that isn't symmetrical. Also, you want to use quite a few extrusions to make more polygons, that way when the face is in 3D, it doesn't look like Nintendo 64 or Playstation 1 graphics. So the more polygons, the better.
I think that is pretty important to keep an eye out for while you are modeling in the 3D space.
All the while I am still keeping the face in relation to a real human face.
Today I started modeling a character. Last night, I forgot to make a concept art, so I am just using the one provided in the tutorial temporarily. So far, but you do have to be in the Cyces render engine. It is pretty simple. All it is so far, is just extruding a plan over and over again to make shapes like so:
I have it so it mirror what I do on one side, so I only have to focus on one side, and make that one side, because that way I know the other side will be perfect, and it will have perfect symmetry as well. To do that, you just select the plane, go into the modifiers panel on the far right, (its icon is a crescent wrench) and add a modifier and select mirror. Then you start extruding then join the last two edges. to do that, you have to select the two edges and then hit [ALT+M] and then select however you want to merge it, then it just merges the edges. While modeling, you want to keep in mind that your model will most likely be animated some way or another, so while you are doing all of the extrufing, keep in mind the anatomical structure of the muscles, so the face doesn't distort the wrong way when it is animated.
My current set up is a dual panel view, one of the front view, and one of the right view, so i can make sure everything lines up how it is supposed to. I am pretty sure when I am done modeling the front of the face, I go to the right view, and pull the points along the "Z" Axis, so it starts to take up actual 3D space, not just the 2D. then just build the body from the top down. Mine probably won't be as advanced as his, mine will probably be a Man wearing just simple everyday clothes, with little accessories. I might even just interpret myself onto paper, adn then model myself! (Jeez, that makes me sound really narcissistic)
Tomorrow I will be working on the same project, just to get a feel for it, but on monday, I will have my own concept art ready to model off of.
Today, I tried, but couldn't fix my texturing issues, I tried raising the sampling, which basically changes the amount of rays the Cycles render engine sends out to render pixels, so instead of sending 10 samples per pixel, I read online that I should raise it to about 850, so I did that and it didn't make any visual diference. So I am going to post on the author's forum ( Blender Guru ) and ask about my problem, but until I get an answer to that, I am going to start my 3D modeling. I will draw some really quick, simple, basic concept art tonight, so it makes sense to me, and start modeling it using a series that starts with this video.
I will do everything I believe I can do, and that will most likely be everything, including the rigging, animation, and just all the parts. Excluding the accessories like the hat, and the adventure pouches.
This is the new picture, although I rebuilt it from the ground up, everything is the exact same, minus the colour that the sphere is, and emitting. And the camera angle is a little bit different.
Though, it didn't turn out how I ambitioned. I will probably just have to change the bump map, which basically interpretes which parts of the image will be bumpy, and which parts won't.
Making a good textured image involves 4 images, your diffuse layer.
this holds the colour of your texture.
Then you need a bump map
This part shows where the bumps will be, the black is where it will create a trench, and the white will appear higher than the black. But this doesn't actually change the geometry of the image. When create it in the node editor, you have to assign it as a non-colour image, that way it doesn't take the colur, only the grayscale. As seen below
You can see how the nodes all correspond to the image's quality.
Today, I learned how to open the Node editor, and how to properly start it up.
It is actually pretty comlicated. YOU MUST BE IN THE CYCLES RENDER ENGINE!!! You have to make a new window, by dragging the current window's frame, then change it by clicking a little button that ison the bottom left of the window, and change it to node editor. Then you have to make a new material by clicking the "New Material" Button on the bottom of the window. Then it shows the Diffuse BSDF node and its output. Tomorrow I will be nearing the end of texturing my plain with a simple concrete texture that was provided by the tutorial I am watching
Then I will start modeling my simple 3D character.
I am starting a new project, I am doing 3D modeling for video games. I am doing it in a sort of Partnership with Emanuel From, so I will be doing the modeling, while he will be doing the C# in the Unity Engine. He will create a sort of Sample game for me, to test my models in, then we will make an actual game with a sort of plot. We are not planning to release this game to the public, it is more just so we can work on our independant projects.
My process will include: Bump Mapping (normal mapping), UV Mapping, Model Texturing, and much, much more. The main programs I will be using is the Blender 3D Modeling software, and the Unity Game Engine, and Photoshop.
Although I still have to make a decision whether or not I will draw my own concept art, because it is a little more work, but I would understand what I am modeling better. Or I will find sample concept art on the Internet.
But, tomorrow I will start, with just some basic texuring, and Bump Mapping on a flat plane using this tutorial in particular.
I have already watched it, so I know what to expect, but I will start actually doing it on monday.