840x1000
smol-g.png
๐งต Test i made
Anonymous at Sun, 5 Jun 2022 14:37:22 UTC 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 at Sun, 5 Jun 2022 17:49:31 UTC No. 901568
I like it! Good job.
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smol-g2.png
Anonymous at Sun, 5 Jun 2022 18:07:05 UTC No. 901573
This is the 3rd time i try to upload this
Anonymous at Sun, 5 Jun 2022 21:07:53 UTC No. 901607
looks like someone learned about subdivisions
Anonymous at Sun, 5 Jun 2022 21:48:33 UTC No. 901610
>>901548
..i like the approach, would you mind to post the back side of the low poly?!
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smol-g3.png
Anonymous at Sun, 5 Jun 2022 22:33:36 UTC 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 at Sun, 5 Jun 2022 23:16:05 UTC No. 901621
>>901616
>Nothing much to see ...
..ill take my infos out of it, thx! o/
Anonymous at Mon, 6 Jun 2022 00:38:31 UTC No. 901635
>>901548
>polymodeling a character
Yep you're never gonna make it. Enjoy crab life loser lmfao.
Anonymous at Mon, 6 Jun 2022 00:44:39 UTC No. 901637
>>901635
crab in the bucket!
Anonymous at Mon, 6 Jun 2022 01:06:44 UTC No. 901640
>>901635
meds
Anonymous at Mon, 6 Jun 2022 07:32:58 UTC No. 901691
>>901635
>"hey crab"
>is literal crab
ky
Anonymous at Mon, 6 Jun 2022 15:34:56 UTC 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 at Mon, 6 Jun 2022 16:23:38 UTC No. 901744
>>901739
but my idea was to use subdivision
i was just trying to see what i could do with square limbs
Anonymous at Mon, 6 Jun 2022 16:29:34 UTC 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.
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legs-g.png
Anonymous at Mon, 6 Jun 2022 16:57:36 UTC 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 at Mon, 6 Jun 2022 19:31:00 UTC No. 901764
>>901548
cute, good job anon
Anonymous at Tue, 7 Jun 2022 22:14:09 UTC 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 at Wed, 8 Jun 2022 02:23:36 UTC 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 at Wed, 8 Jun 2022 22:21:41 UTC 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 at Wed, 8 Jun 2022 22:47:22 UTC 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 at Wed, 8 Jun 2022 23:00:19 UTC 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 at Sat, 11 Jun 2022 02:39:43 UTC 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 at Sat, 11 Jun 2022 02:42:28 UTC 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 at Sat, 11 Jun 2022 02:44:50 UTC No. 902736
>>902735
pic
Anonymous at Sun, 19 Jun 2022 07:57:54 UTC No. 904222
>>901573
Can you upload the reference you use?
Anonymous at Tue, 21 Jun 2022 14:14:26 UTC No. 904570
>>901748
you want a clean loop in the area where leg connects to the pelvis
Anonymous at Mon, 27 Jun 2022 07:08:16 UTC No. 905535
>>902736
is that a condom?
Anonymous at Tue, 28 Jun 2022 01:14:09 UTC No. 905673
>>905535
If it is, it ain't the size I use for sure. Too asian sized.
Anonymous at Tue, 28 Jun 2022 08:17:20 UTC No. 905713
>>901548
This is a fine way to start off making a body base mesh
Anonymous at Wed, 29 Jun 2022 00:04:13 UTC 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!
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file.png
Anonymous at Wed, 29 Jun 2022 02:46:27 UTC No. 905848
How the hell do i replicate this topology ? I'm always missing something.
Anonymous at Fri, 1 Jul 2022 15:49:47 UTC 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 at Fri, 1 Jul 2022 16:15:25 UTC No. 906289
>>906282
Is something like this works? I'm just learning so mesh is very simple.
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1648034277617.png
Anonymous at Fri, 1 Jul 2022 17:44:09 UTC No. 906295
>>901548
i think its better to mare crease here
Anonymous at Fri, 1 Jul 2022 17:49:08 UTC No. 906298
>>906289
holy shit 1 month of no discernable progress. Yep, ngmi alright.
Anonymous at Fri, 1 Jul 2022 22:50:45 UTC No. 906338
>>906298
M? It's my second work in blender, just for example to >>906282. I'm not >>905848
Anonymous at Fri, 1 Jul 2022 23:01:46 UTC 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 at Tue, 12 Jul 2022 16:30:39 UTC No. 907905
>>901748
https://www.youtube.com/watch?v=HGL