Wednesday, 30 September 2015

September 30 2015

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. 




Tuesday, 29 September 2015

September 29 2015

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. 
So tomorrow I will be doing just that. 

Monday, 28 September 2015

September 28 2015

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.














Friday, 25 September 2015

September 25 2015

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.

Thursday, 24 September 2015

September 24 2015

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. 


Wednesday, 23 September 2015

September 23 2015

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. 



Tuesday, 22 September 2015

September 22 2015

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.