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>> No.980330 [View]
File: 288 KB, 1420x838, Mega Normals.jpg [View same] [iqdb] [saucenao] [google]
980330

A little early to make a new thread, in my estimation. Since it's going to take forever for this one to slide down to page 10. And then forever more to slide from page 10 to deletion.

Anyway, I wanted to post this in the WIP thread, but that one reached the image limit. So I guess this thread is just as well, since it's blender related. I started work on this mega man model as a little low poly UV practice. But now it's moved on to just general practice. Since Mega Man's body is made from a mix of hard and soft surfaces, I can practice hard and organic modelling.
I think I'm going to subdivide the body of the mesh just once. Because it's a little *too* jagged at base to be any good. But I'm trying to keep it simple for now, in order to ensure all the loops are practical. Deleting any unnecessary geometry.

Also, I can practice utilizing anime shaders.
Are any of you familiar with the normal edit modifier? It makes it easy to edit normals. If you set it to "radial", then you can use pretty much any target object you want to edit normals. Since it's only looking at the origin of the object for the center, and then the bounding box surrounding the object for dimension.

So I just placed a few basic round cubes in the face. One for the upper part of the face, one of the bottom part of the face. One for the nose. One for the eyes. One for the bottom lip to get that little shadow. And one for the rounded portion of the helm. Then I made vector groups for them all, so they only affect the areas I want them to affect. Surprisingly, they all gel together really well. The only downside, is I have to make a new modifier for each instance. I can see that getting cluttered. But it's worth it for the effect it creates.

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