Some might recall me saying I wanted to work on 3D modelling and what not. I've been a bit silent and I figured I may as well both upload something and show off what I've been up to.
This past week I cracked open a bunch of tutorials and guides, sat down and looked through how to use Blender. After a day or so of research, I got stuck right in. I started the Thursday just passed. From the top left is the first steps I took, the bottom right is where I have ended up since then.
My topology is... could be a lot better, I bet. I've found out the hard way the negatives to my laziness and hasty rushes through some parts of the models I've tried to make. For instance, that Butt of Lu's down in the right there looks pretty good to me. I had to lop off the original one due to the topology being completely unworkable and make a new backside from scratch with only a minor improvement to topology.
I hate hands still. I loathe hands.
I learned the references I have to use need to be much more precise and match up more closely.. A nose out of line (at this point) is a pain in the arse to try and work around.
However.
I am loving the work flow. If I can learn when and where to mess with topology, and how, to create a more flowing figure, I'll be set on body shapes. For the most part it's the tight spaces that get me, things like the groin area, the rear, between the legs, under the arms, etc.
Planning out the face is time consuming but very rewarding.
There's a lot more edits to come and I'm getting really heavily into this. If anyone has any tips they're like to share, that'd be fantastic.
This past week I cracked open a bunch of tutorials and guides, sat down and looked through how to use Blender. After a day or so of research, I got stuck right in. I started the Thursday just passed. From the top left is the first steps I took, the bottom right is where I have ended up since then.
My topology is... could be a lot better, I bet. I've found out the hard way the negatives to my laziness and hasty rushes through some parts of the models I've tried to make. For instance, that Butt of Lu's down in the right there looks pretty good to me. I had to lop off the original one due to the topology being completely unworkable and make a new backside from scratch with only a minor improvement to topology.
I hate hands still. I loathe hands.
I learned the references I have to use need to be much more precise and match up more closely.. A nose out of line (at this point) is a pain in the arse to try and work around.
However.
I am loving the work flow. If I can learn when and where to mess with topology, and how, to create a more flowing figure, I'll be set on body shapes. For the most part it's the tight spaces that get me, things like the groin area, the rear, between the legs, under the arms, etc.
Planning out the face is time consuming but very rewarding.
There's a lot more edits to come and I'm getting really heavily into this. If anyone has any tips they're like to share, that'd be fantastic.
Category Artwork (Digital) / General Furry Art
Species Moogle
Size 1280 x 775px
File Size 92.5 kB
A new character?
Nah, it's one of my older characters, Ludash
Nah, it's one of my older characters, Ludash
I'll assume you can google for tutorials on what sculpting is and why you'd want to do it, and how to do it in Blender. The idea is that when you sculpt, you don't have to worry about topology at all, you can focus on form. Then you can figure out the best topology after the fact.
For retopo, you can get the Retopoflow plugin for free by downloading it from Github. Just click the "Download as Zip" button and then install that zip file as an addon in Blender.
For baking normal maps and other stuff from the high poly to the low poly, you probably want to use something other than Blender, since its built-in baking is not so great. The best free option is Xnormal, which is a clunky old program but produces excellent results. For a paid option, there is Substance Painter, which comes with a good suite of baking tools and is also probably the best program for doing surfacing work. (a.k.a. texturing)
Finally if find you enjoy sculpting but the workflow seems a little clunky and limited, I can't recommend Zbrush highly enough. It's a fantastic program to pair with Blender. It's definitely an investment, but there's no better way to describe it than saying it "feels" better than any other sculpting tool out there, and it's worth trying the 45-day free trial and going through Michael Pavlovich's intro tutorial just to see.
For retopo, you can get the Retopoflow plugin for free by downloading it from Github. Just click the "Download as Zip" button and then install that zip file as an addon in Blender.
For baking normal maps and other stuff from the high poly to the low poly, you probably want to use something other than Blender, since its built-in baking is not so great. The best free option is Xnormal, which is a clunky old program but produces excellent results. For a paid option, there is Substance Painter, which comes with a good suite of baking tools and is also probably the best program for doing surfacing work. (a.k.a. texturing)
Finally if find you enjoy sculpting but the workflow seems a little clunky and limited, I can't recommend Zbrush highly enough. It's a fantastic program to pair with Blender. It's definitely an investment, but there's no better way to describe it than saying it "feels" better than any other sculpting tool out there, and it's worth trying the 45-day free trial and going through Michael Pavlovich's intro tutorial just to see.
As far as I've looked into Sculpting, I know what it is and what the pros of it are, but never actually have seen much on how it benefits modelling practically. That's primarily because I haven't looked into sculpting very deeply. Still learning how to go about using Blender and getting a hang of where everything is and what I should be doing when I want to accomplish a thing.
You'd be the first to give me the very basic rundown of "sculpt for detail, retopologise after", which now makes a lot of sense. And having a look at Retopoflow, good god it's exactly what I was looking for. I'll certainly be switching over and learning sculpting from here.
You've certainly given me a big helping hand right here and set me on a different path. Thank you so much for the advice <3
You'd be the first to give me the very basic rundown of "sculpt for detail, retopologise after", which now makes a lot of sense. And having a look at Retopoflow, good god it's exactly what I was looking for. I'll certainly be switching over and learning sculpting from here.
You've certainly given me a big helping hand right here and set me on a different path. Thank you so much for the advice <3
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