840x1000

smol-g.png

๐Ÿงต Test i made

Anonymous No. 901548

Had and idea this morning and tried it
the top part doesn't look that good
but the result was great for such a low poly model

Anonymous No. 901568

I like it! Good job.

1260x1000

smol-g2.png

Anonymous No. 901573

This is the 3rd time i try to upload this

Anonymous No. 901607

looks like someone learned about subdivisions

Anonymous No. 901610

>>901548

..i like the approach, would you mind to post the back side of the low poly?!

840x1000

smol-g3.png

Anonymous No. 901616

>>901610
Nothing much to see
normal she looks like a ff7 character
with sub divide she looks like a doll
i need to fix her head

Anonymous No. 901621

>>901616
>Nothing much to see ...

..ill take my infos out of it, thx! o/

Anonymous No. 901635

>>901548
>polymodeling a character
Yep you're never gonna make it. Enjoy crab life loser lmfao.

Anonymous No. 901637

>>901635
crab in the bucket!

Anonymous No. 901640

>>901635
meds

Anonymous No. 901691

>>901635
>"hey crab"
>is literal crab

ky

Anonymous No. 901739

>>901548
If you're planning on doing low poly. then don't apply the subdivision multiplier. It's showing you a shape that you can't attain without adding more polygons.
Rather, just select chunks of your mesh, and then right click and select "smooth vertices". That will smooth things over without the need of subdivision. Grab an arm here, smooth, a leg there, smooth, etc.
You can make section easier by pressing ctrl and + or - on the numpad to grow and shrink your selection.

Anonymous No. 901744

>>901739
but my idea was to use subdivision
i was just trying to see what i could do with square limbs

Anonymous No. 901745

>>901744
Gotcha. It's good you're working out your topology on this base level, because you can always add more loops to good topology. But trying to fix loops on a large complex mesh is a pain.

1200x2000

legs-g.png

Anonymous No. 901748

>>901745
I tried with triangles, but had to make a cut because the legs looked too flat
4 vertices are the best option
but for fingers triangles are great

Anonymous No. 901764

>>901548
cute, good job anon

Anonymous No. 901953

>>901548
>>901573
I like the shape but I would have preferred if you had gotten it with an unsubdivided mesh and using a base of 8 spans instead of 4.

Anonymous No. 901993

>>901953
Sorry i didn't explain my test
The idea wasn't to make a low poly model then apply subdivision
it was more like "what can i do if my objective is subdivision"
Subdivision wasn't used to make the model look good, it was intended to be the final product
The low poly model is completely wonky
i knew it would happen even before i started
parts going though each other and stuff
but the result was great
i even tried with 3 vertices but it didn't go that well
at least i learned a lot

Anonymous No. 902204

>>901993
You are literally doing what is called "Subdivision Box Modeling"; this is an entire ancient style of workflow in which you create a base mesh that is only usable when subdivided.

You have rediscovered the wheel, or more like you have discovered that round things can roll. You aren't even aware that the axle exists let alone why you would need one or how to make one.

Anonymous No. 902213

>>902204
>ancient style
>You have rediscovered the wheel

...better be the guy who rediscovered the wheel and shares his "discovery" with others who seek for discoveries, than the guy who piss and shit into the meal!

Anonymous No. 902216

>>902204
>you discovered by yourself something that has been discovered before
how is that a bad thing?
doesn't it mean that i am able to have ideas and put it into practice?
i imagined that this has been done before
but this didn't stop me from trying

Anonymous No. 902734

>>901616
the torso does not merely transition into legs. Though it looks like it does in the front. Try it out and you get gumby ass. The torso transitions into the pelvis which is a complex intersection between the 2 legs and the torso. It needs its own topological zone to have buttocks. Even if you're not trying to make some huge booty character. You need the freedom to those masses in there, or it will look bad.

Anonymous No. 902735

>>902734
these toy manufacturers understood.
See how the pelvis is a separate plastic piece from the legs and abdomen? You must model these 4 pieces and connect them together.
Your character design looks like its headed towards a fairly large bottom and thick thighs. You'll need special considerations about the topology of the butt or else the loss in volume when it deforms will be noticeable.

464x668

chrome_2022-06-10....png

Anonymous No. 902736

>>902735
pic

Anonymous No. 904222

>>901573
Can you upload the reference you use?

Anonymous No. 904570

>>901748
you want a clean loop in the area where leg connects to the pelvis

Anonymous No. 905535

>>902736
is that a condom?

Anonymous No. 905673

>>905535
If it is, it ain't the size I use for sure. Too asian sized.

Anonymous No. 905713

>>901548
This is a fine way to start off making a body base mesh

Anonymous No. 905828

>>902734
do you have any material on this? I would like to master this and always fuck up here. I want to make a big booty character!

827x798

file.png

Anonymous No. 905848

How the hell do i replicate this topology ? I'm always missing something.

Anonymous No. 906282

>>905848
Maybe you should do a tube-like body, tube-like legs and stitch it manually? Can you show left model side and bottom views?

468x839

how to blender.webm

Anonymous No. 906289

>>906282
Is something like this works? I'm just learning so mesh is very simple.

223x280

1648034277617.png

Anonymous No. 906295

>>901548
i think its better to mare crease here

Anonymous No. 906298

>>906289
holy shit 1 month of no discernable progress. Yep, ngmi alright.

Anonymous No. 906338

>>906298
M? It's my second work in blender, just for example to >>906282. I'm not >>905848

Anonymous No. 906339

>>902735
>>902736
They're separate pieces because it needs a fucking rubber O-ring in the middle and not because of any artistic reason, idiot.

Anonymous No. 907905

>>901748
https://www.youtube.com/watch?v=HGL6QpVRyXk