
My fursona in 3D completely done in Blender 3D
I finished the mesh modeling and adding some textures to it.
The next step will be to add some bones and rigging.
I am offering 3D commissions if someone would like me to create his/her 3D fursona ^^
I finished the mesh modeling and adding some textures to it.
The next step will be to add some bones and rigging.
I am offering 3D commissions if someone would like me to create his/her 3D fursona ^^
Category Artwork (Digital) / Fat Furs
Species Housecat
Size 1280 x 719px
File Size 135 kB
Okay..
To start, I do wanna say I know what I'm talking about -> http://www.youtube.com/watch?v=8Tnis4BAB_4
I've been animating in 3D for going on three years now.
I think this is an excellent first try. But you're going to run into a lot of problems once you enter the animation stage. The main problem being is EdgeFlow.
All your joints are all covered by a single Edge Loop. This means than when you bend his arm at the elbow, it's going to happen at a very noticeable angle.
A 3D Model is nothing but numbers. Each point has three numbers. X, Y and Z. Once you start the rigging stage, you'll actually get to see exactly how the bones interact with the Model's vertices.
They do it Via influence Weight. Right Arm1 and Right Arm 2 will both be influencing the vertices on the elbow 50/50. I think you should skip ahead, make the Bones for that arm, rig the arm and the arm only (Make a master bone for every other Vertex on the model so they don't move), and then, Just try it out. Move the arm. See if you can get it to look natural.
I'll bet, you can not. Our arms do not bend like that. But I'll get to what's missing afterward, if you still want the help.
Modeling is a tough thing to do. You need to be familiar with all aspects of the pipeline, or else you wind up needing to undo 10+ Hours of work.
So, I think you should finish rigging and skinning this model, and go ahead with trying to animate it. This is a WIP as you said, so use it like so. Learn how to model with this. Make mistakes, and see why they're mistakes later.
I can already see, from this one angle that you need to make three changes major enough to require you to restart the texturing from Scratch.
Things you did good:
>You tried your best to stick to Quads.
>You didn't use the straight T Pose.
>It's fat.
Things you did sloppy:
>Your Tris Count, should be Exactly Double your Faces Count.
A Face just means a side. A Tri is a triangle. Quads are Two Triangles (Square). See where I'm going?
Tris and Pentagons (Or bigger) do not deform well when animating. They make jutting messes where things should be smooth. When they're on a Prop or something that does not bend, they're fine. They're poor practice, but they're fine, but they do not belong on a character.
>Take a moment, and try to actually stand exactly the way this character is standing.
You should notice that after 8 or so seconds, you have a strain on your shoulders, Biceps, and wrists. Why on earth is this relevant? Because that's not how muscle is when it's relaxed.
Not a lot of people notice this, but your forearm... It twists 45 Degrees from your elbow to your Wrist. Flex your forearm, and follow a muscle with your other hand.
Grab Every Vertex on the Hand, right now, and rotate them 180 Degree's on the X Axis. (Left and right from the direction the character is facing.)
You'll notice, that between the wrist and Elbow, there seems to be an hourglass shape now. This is a twist you and I can make with our forearms, but your model will never be able to do unless you fix it.
The character, needs to be modeled in the most natural position possible, because we stretch and twist starting from there.
Also the tail is totally erect. What would it look like if no muscle or force was acting on it?
(But again, finish working on this model before redoing it. You can still learn a lot from this)
>Edgeflow.
You don't have much of it. Look up some tutorials on making proper Pectorals, shoulders, Knees, Elbows, and because nobody thinks about it, the butt too. This is a hard thing to teach through text, so you'll just have to look at other models and tutorials.
Joints should have at least three edge loops associated with them. You'll see why when you try to animate later.
>References.
I don't think you used one. You do know how to draw, just make one like this -> http://d.facdn.net/art/gade/1362123....._puzzlefox.png
You can, in most programs, And Blender should let you, just drag an image onto any object and paint it like so.
Make a bunch of plains, and stick your reference onto them. When you're in Orthographic view, everything is flat, so you can easily match your model to the reference. (Here's my own 30 minute WIP where I did just that http://www.furaffinity.net/view/10445200/ )
So... As I said before, it is an excellent first try, and I implore you to keep exploring the 3D world with the model you have currently and at least get a taste for the rest of the stages. Keep posting Wips, and everyone will keep liking it. And I'll be watching out to give critique when I see I can.
To start, I do wanna say I know what I'm talking about -> http://www.youtube.com/watch?v=8Tnis4BAB_4
I've been animating in 3D for going on three years now.
I think this is an excellent first try. But you're going to run into a lot of problems once you enter the animation stage. The main problem being is EdgeFlow.
All your joints are all covered by a single Edge Loop. This means than when you bend his arm at the elbow, it's going to happen at a very noticeable angle.
A 3D Model is nothing but numbers. Each point has three numbers. X, Y and Z. Once you start the rigging stage, you'll actually get to see exactly how the bones interact with the Model's vertices.
They do it Via influence Weight. Right Arm1 and Right Arm 2 will both be influencing the vertices on the elbow 50/50. I think you should skip ahead, make the Bones for that arm, rig the arm and the arm only (Make a master bone for every other Vertex on the model so they don't move), and then, Just try it out. Move the arm. See if you can get it to look natural.
I'll bet, you can not. Our arms do not bend like that. But I'll get to what's missing afterward, if you still want the help.
Modeling is a tough thing to do. You need to be familiar with all aspects of the pipeline, or else you wind up needing to undo 10+ Hours of work.
So, I think you should finish rigging and skinning this model, and go ahead with trying to animate it. This is a WIP as you said, so use it like so. Learn how to model with this. Make mistakes, and see why they're mistakes later.
I can already see, from this one angle that you need to make three changes major enough to require you to restart the texturing from Scratch.
Things you did good:
>You tried your best to stick to Quads.
>You didn't use the straight T Pose.
>It's fat.
Things you did sloppy:
>Your Tris Count, should be Exactly Double your Faces Count.
A Face just means a side. A Tri is a triangle. Quads are Two Triangles (Square). See where I'm going?
Tris and Pentagons (Or bigger) do not deform well when animating. They make jutting messes where things should be smooth. When they're on a Prop or something that does not bend, they're fine. They're poor practice, but they're fine, but they do not belong on a character.
>Take a moment, and try to actually stand exactly the way this character is standing.
You should notice that after 8 or so seconds, you have a strain on your shoulders, Biceps, and wrists. Why on earth is this relevant? Because that's not how muscle is when it's relaxed.
Not a lot of people notice this, but your forearm... It twists 45 Degrees from your elbow to your Wrist. Flex your forearm, and follow a muscle with your other hand.
Grab Every Vertex on the Hand, right now, and rotate them 180 Degree's on the X Axis. (Left and right from the direction the character is facing.)
You'll notice, that between the wrist and Elbow, there seems to be an hourglass shape now. This is a twist you and I can make with our forearms, but your model will never be able to do unless you fix it.
The character, needs to be modeled in the most natural position possible, because we stretch and twist starting from there.
Also the tail is totally erect. What would it look like if no muscle or force was acting on it?
(But again, finish working on this model before redoing it. You can still learn a lot from this)
>Edgeflow.
You don't have much of it. Look up some tutorials on making proper Pectorals, shoulders, Knees, Elbows, and because nobody thinks about it, the butt too. This is a hard thing to teach through text, so you'll just have to look at other models and tutorials.
Joints should have at least three edge loops associated with them. You'll see why when you try to animate later.
>References.
I don't think you used one. You do know how to draw, just make one like this -> http://d.facdn.net/art/gade/1362123....._puzzlefox.png
You can, in most programs, And Blender should let you, just drag an image onto any object and paint it like so.
Make a bunch of plains, and stick your reference onto them. When you're in Orthographic view, everything is flat, so you can easily match your model to the reference. (Here's my own 30 minute WIP where I did just that http://www.furaffinity.net/view/10445200/ )
So... As I said before, it is an excellent first try, and I implore you to keep exploring the 3D world with the model you have currently and at least get a taste for the rest of the stages. Keep posting Wips, and everyone will keep liking it. And I'll be watching out to give critique when I see I can.
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