XaiJu
Dronema
Dronema

patreon


March 2022

Hello everyone! I hope April is starting well for you!! Also welcome welcome new Patrons who have arrived since January, March and this month! I hope you are enjoying the content, both new and the backlog of pics to download!

I'm now back on track with the animation course! I'm still at the bouncing ball exercises but I think I'm understanding the concepts and Blender workflow well so far [Graph editor is still really intimidating though!!]

Also I'm getting pretty happy about the retopology of the Asura/Tekki model! There's parts I'd like to adjust, like the butt, leg-torso connection, butt dimples, and the back... But most of it is visual rather than functionality issues [At least for now, other issues might become more visible when it's time to rig!]

I'm really happy with the ears and the torso! The feet too, they gave me SO MUCH trouble on previous attempts at making an asura 3d model, but this time the retopo process was pretty straightforward! Now I just hope it behaves well when rigged!

Right now my focus is on the Face and Hand! I want to get better loops for the face, but I'm also ready to just use one of the faces I showed last month, there's 1 or 2 I really liked and could be happy to work with! The hands are always tricky so we'll see how well I do with those!

After that I'll work on the hair [Only the braids at the top of the head, since the rest is already lowpoly]. And other things not in the sculpt, like the eyes, eyelashes and the inside of the mouth [along with giving depth to other "cavities" lol...]  

Ahhh I'm excited, I'm starting to see the light at the end of the retopology tunnel! haha.  

OH, Also!! I was thinking about adding a few drawings to the update post. Tier 2 still has the complete compilation, but since I'll be posting some of the drawings to places like Furaffinity and Twitter eventually anyway, I thought it wouldn't hurt to add a few here as well.
I'll talk more about the drawings themselves in the Tier 2 post!

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Comments

No! It's not dumb at all, no worries! Yeah that's it! I worry that when moving the character to change the pose, those areas could deform weirdly. Like stretching or pinching, which creates weird shading artifacts [for example dark/light triangles that break the smoothness of a model.] From what I've seen so far, big things to look out for/place carefully/avoid are Triangles, Ngons, and Poles [More or less than 4 edges merging into a single vertex]. Triangles can be used, and a lot of times are necessary, like for games. But it's best to avoid if the model will use subdivision since they are a bit unpredictable. [if unavoidable, they are often hidden inside the ear or on the soles of the feet] Ngons are considered bad practice and are best avoided, but a lot of people use them when hard surface modelling, in flat areas. Poles of 3 or 5 edges are necessary, but it's important to know where to place them since they can create pinching. 6+ edge poles are best avoided. Some of the things I worried about with my model is because of these artifacts, others are less "serious", and are just a matter of wanting the model's topology to look clean and using "good practices"! For example the "butt dimples" have 6 edge poles, but I don't think they'll be an issue since that area won't move much, so I could just let them be. However the area to the side of the butt cheeks [6th pic here in this post] has me worried because I'm not sure how it will deform when the leg moves up or down, and it already looks a bit stretched so I worry it will look very blocky or cause weird shading artifacts. Especially because that area has a lot of movement! It's already a tricky area [hips and shoulders both], my inexperience just makes it scarier.

Super dumb/basic question. When you're talking about the connections, dimples, etc. Is the issue that they'll look funny/incorrect when changing the pose? Or will deform improperly? Something else? I see how they look different than the surrounding area, but I'm not sure I understand what the effect of it will be if you left it be vs. fixing it.

epyon_avenger


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