
So yeah, here's what I have so far.
I thought I had forgotten a ton of things and basically had to re-learn blender because of its counter-intuitive interface.
Turns out I completely over-estimated myself =P
It took me like 4 hours to realize that modeling with cubes is actually good.
As you can see the head isn't attached.
That is because I'll remake it.
Heads are always awfully complicated to get right without making triangles.
But first I need some advice from someone who knows how to model: Horns as separate meshes from the body; good or bad?
It works for teeth and actually gives them sharp edges that, well, makes them stand out from the body but will it ultimately look fake or something?
I thought I had forgotten a ton of things and basically had to re-learn blender because of its counter-intuitive interface.
Turns out I completely over-estimated myself =P
It took me like 4 hours to realize that modeling with cubes is actually good.
As you can see the head isn't attached.
That is because I'll remake it.
Heads are always awfully complicated to get right without making triangles.
But first I need some advice from someone who knows how to model: Horns as separate meshes from the body; good or bad?
It works for teeth and actually gives them sharp edges that, well, makes them stand out from the body but will it ultimately look fake or something?
Category Artwork (Digital) / Fantasy
Species Amphibian (Other)
Size 1200 x 942px
File Size 131.4 kB
It depends on what you're doing with it. In the end, you'll most likely want some kind of indication it is connected with the body(possibly a cuticle of some soft) so it doesn't look as though a spike is run through the body. In that case, having it separate or not wouldn't mater as it would be hidden by that cuticle. But as a general case, i wouldn't go out of your way to connect things if there's a logical disconnect (ie, a hard edge, seam-line or intersection of some sort).
Also, don't be afraid of triangles :) You can always add a loop and remove them later, but 80-90% of the time they're not as big of a problem as you'd think.
Also, don't be afraid of triangles :) You can always add a loop and remove them later, but 80-90% of the time they're not as big of a problem as you'd think.
O LAWD, avoid separate meshes where possible! They will obviously not be part of the same mesh when seen in closeup under armature animation because an arbitrary interpolated point on the horn won't ever have the same bone weights as the basemesh under it. It'll slide around ("look fake"). This won't be a problem with, say, the center thigh horn, because it'll be affected only by the upper leg bone, as will the skin under it. But the upper horn is going to get weight from both leg and hip, and that one will slip around like a motha, rise out of the skin, etc. under armature animation. This is an extreme example, but e.g. this eyebrow implant looks terrible when animated http://www.furaffinity.net/view/4081357
If you need an edge to look sharp, select in in either vert edit or edge edit mode, use ctrl-e to mark it sharp, and use the Edge Split modifier with Sharp Edges checked and Edge Angle unchecked to prevent the normals from interpolating across it.
The topo around the mouth could use some work, and you'll want to add some edge rings on the tail to get the faces square-ish. Personal preference, shin looks short compared to foot.
To disagree with DotMatrix, be afraid of triangles, on organic forms/curves, if you are going to subsurf or sculpt. I don't know if Blender handles them worse than other tools' subsurf algos, but if your model is going to get a high-poly render with good lighting, I can almost guarantee you'll notice them later, after you'll have to throw out work to fix it.
Crits aside, it's coming along really awesome and I'm always glad to see good 3D work around here
If you need an edge to look sharp, select in in either vert edit or edge edit mode, use ctrl-e to mark it sharp, and use the Edge Split modifier with Sharp Edges checked and Edge Angle unchecked to prevent the normals from interpolating across it.
The topo around the mouth could use some work, and you'll want to add some edge rings on the tail to get the faces square-ish. Personal preference, shin looks short compared to foot.
To disagree with DotMatrix, be afraid of triangles, on organic forms/curves, if you are going to subsurf or sculpt. I don't know if Blender handles them worse than other tools' subsurf algos, but if your model is going to get a high-poly render with good lighting, I can almost guarantee you'll notice them later, after you'll have to throw out work to fix it.
Crits aside, it's coming along really awesome and I'm always glad to see good 3D work around here
I'm probably being overly spooky about it. I'm pretty compulsive about "following the rules" and take too much time doing so. The best way to learn it is to try it and see what goes wrong. It would just take a minute to make a temporary two-bone armature, one at the hip and one at the femur, auto-weight everything to it, and see how it looks under deformation. I suspect you'll see what I was talking about. It'll be partially managed with heavy manual tweaking to the weights, but I think not not ultimately fixable.
If you're not planning on doing closeup HD animation it may well not be worth the effort to join the meshes. Everything's a tradeoff!
If you're not planning on doing closeup HD animation it may well not be worth the effort to join the meshes. Everything's a tradeoff!
Not having proper weights seems to be down to user error and has nothing to do with separate meshes. Arbitrarily merging meshes just to keep a contiguous mesh is bad practice as it add unnecessary complexity to the mesh. Do what you need to do in order to keep it organized and workable.
Also, triangles do cause issues with subdivision, but not so much as you make them out to be. what causes issues mainly are pinch points, which triangles can cause easily (which is why people say triangles are bad). In this example, there are more n-gons and skewed quads, which are even likelier to cause a pinch and fuck the subdivision. In general you want as even a topology as you can get so that each polygon is roughly similar to those around it.
Also, triangles do cause issues with subdivision, but not so much as you make them out to be. what causes issues mainly are pinch points, which triangles can cause easily (which is why people say triangles are bad). In this example, there are more n-gons and skewed quads, which are even likelier to cause a pinch and fuck the subdivision. In general you want as even a topology as you can get so that each polygon is roughly similar to those around it.
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