Hello. Im kinda new to these forums but i decided to register so that i may learn more about blender. Anyway here is some of the WIP that im on. Im working on trying to get an anime/semi realistic look for my models.
The third image is my 3D model of Madoka Kaname from the anime “Mahou Shoujo Madoka Magica”. I made a fan model of her for practice and also that im not satisfied of the models i find in the net so made made one on my own.
nice models. the deformation of the fist is a little off. there is a trick to making a fist deform more correctly, but I cannot recall what it is. I am going to google it and see if I can figure it out though.
Yeah I agree that the fist deform is a bit off. i would love to know that trick your talking about because modelling and rigging the hands is quite tedious. Any trick or technique would be helpful.
The eyes of the first one is is all textured. I added UV to a shere then flatten it with lattice. The second image only the iris is texture and that the iris and eyeball are separate. About the group, I’ll check it out. Thanks for the invite.
Its a remodel of the Madoka Kaname model that i’ve made earlier. This is all i could show for now. Only the body is rigged. The clothes still have to be made and i still have to make rig for the hair.
Im not quite sure if i could call this finished because there are still things I want to do with her but here is my current progress. All rigged and UV mapped.
In appearance i think its done but i want to put this model in a game or at least in a 3D space where I can control her using WASD keyboard controls and mouse to make her look around. I want it to be like a third person game where the camera follows the character around. As of the game engine, I am thinking of putting her in either Blender game engine, Unity3D or both. The thing is I still have to learn how to use both. Any tutorial regarding blender game engine and Unity 3D is appreciated.
Thanks. I’ll check them out when I have time. As of the images, the first one is realistic but i think its quite too large of a body type for her. Im trying to copy the likes of the second image in which she has a smaller body type since she is still young in the anime. I also think that why she looks boxy is because I reduced the vertex count than before and did not apply Subsurf modifiers on her. So far this is what she looks like now:
So this is my original character Adelyn - remade. (actually remade twice already).:spin:
Improvements over the older model:
-uses improved rig
-uses freestyle
-faster to render and animate (because I used Blender internal instead of cycles render.)
-uses a hair rig and physics and not softbody or cloth physics.
The rig uses bones, rigid body capsules and rigidbody constraints. Its one of the most tedious and time consuming parts of the work process because I still had to figure out how it works. references use were an MMD model with rig imported to Blender and Daniel Kreuter’s post about a stable cloth rig that does not use cloth physics but rigid bodies and rigid body constraints instead.
I’ve made many some improvements over the other models. I’m trying mesh deform this time to provide hair physics. Still have to test it out on an animation though.
Thanks for the references. Currently working on the hands right now. I suppose I could make the fingers a bit thicker. I don’t want to make them too thick that they may look like a man’s hand. About the feet and toes, I suppose I’ll have to redo them then coz there not enough verts on them.