I actually finished this step back in May but never got to posting it because I have had a pretty big life project I have been working on. Now it's mostly sorted I can get back to finishing this off!
For posing I actually experimented with a couple of new tools like Mixamo and Maya's quick rig, but in the end they more than what I needed to pose her for just a still render. So I went back to what I knew, just builiding a basic rig, which was quick and got the job done.
I always do love the posing stage, it's when I feel like a model actually starts to take on life, I got really excited at this point as she was really coming together.
To move the bulk of the hair I just used a latice deformer and then manually adjusted indivdual hair strands into the position that I wanted. Making sure to keep an eye on the camera view so it would look as close to the concept as possible.
She is now ready for the final stage! I have been hanging to get into Unreal for so long now, but maybe the delay was a good thing. I have seen a bunch of new YouTube tutorials come out for exactly what I want to do so that's going to be handy.
More 3d modeling in #blender3d. Trying to get a grasp of soft body dynamics... things tend to explode in the simulations i tried. There's some weird glitches in these renderings. Also, here's an idea... #kuchikopi #gummybears vitamins or #chewables or #candy (#comeswithcandy). I tried to model the bottle, but I couldn't get the candies to not penetrate the bottle, nor could I get them to be colorless inside the bottle. #learning3d. #BobsBurgers (at Pawtucket, Rhode Island) https://www.instagram.com/p/Bo4-yp_geES/?utm_source=ig_tumblr_share&igshid=2w7soi8vkmtl
So I have become kind of stuck, frustrated, not sure where I am headed with the breakup and flyaways stage.
I started to realise through the process that I had probably made both the strands and the actual hair chunks too thick with not enough variation or clumps within the actual cards. Placing any of my "flyaway" cards without them starting to cover up the cards underneath was proving really hard to do. They also just weren't looking light or fluffy to me like I felt they should. I also just wasn't sure how the hair line was looking and just overall a bit lost on what to do.
I realised a lot of my concern was coming from not being sure if it was actually looking any good, possibly from staring at it for too long.
So I decided to try and do a test render. Initially I thought I might jump ahead and get into unreal to see how it was looking, often I find when you're learning something new a lot of doubt comes from being unsure of the next stage. But after opening UE, looking at a couple of tuts I just kinda noped outta that idea. It was definitely going to take too long to learn how to get her in there, which would ultimately push finishing the hair out further.
And. I Just. Want. It. Done.
So I decided to just set up the Arnold shaders and see how that turned out. I realise Arnold is going to look different to UE but the purpose is to push me forward and see what I can do with the cards I have. Like am I just being pedantic or can I just make this work and get it done?
The first problem of course was that the Albedo was super desaturated, which I had noticed when creating the texture maps. I have no idea why this was and I wasn't going back to figure it out so I just adjusted the levels in photoshop.
Once I was happy with the colour I was glad to see that it wasn't looking too bad and rendering it definitely gave me the perspective I needed to see what I need to do next.
I did a bit of a draw over, identifying what needed to be done:
The left side hairline line isn't too bad, I think I can just add some transitional pieces
Right side needs work: It's too far back and needs to be filled out underneath some more.
The entire thing needs to have loose, single strands that don't all flow with the overall shape and hide/breakup those flatter pieces on top
Lots of fluffy, flyaway, curly bits near the ears and caught on the horns
Now I think I am ready to just get this shit knocked over.
Some Texturing practicing. The goal is majorly to be able to make basic models, texture them, and set up a scene that I can use as a base for illustration. This is intended to make my pipeline faster, making it possible for me to take on more commissions. This is an old model I had lying around (I got given this by a fellow artist) but I have another that a friend gave recently that I am going to use to learn how to model in blender, set UV maps, Color ID maps, and so on, before using Mixer to texture on top of it. . Month Of Lemons is in place, but not for long! 25% off on any agreed upon commissions until the end of September. Message for info. . . . . . #CommissionsAreOpen #SpaceMarine #40k #MonthOfLemons #Learning3D #LearningTexturing #Blender #QuixelMixer #Organised https://www.instagram.com/p/CFMuLzkHbCG/?igshid=1ptvnxz5jo9x0
First Stumbling Steps Learning something new. This will help me get faster, more reliable, results- especially with armoured character illustrations. Got a (brilliant) model to play around with from a friend. First- organise it so I know where things are, then set Colour ID and export to Quixel Mixer for learning texturing. Free apps ftw! . . . . . #Learning3D #LearningTexturing #Blender #QuixelMixer #Organised https://www.instagram.com/p/CE6aK2En5Ql/?igshid=14nqyptqj199
Small Island. Journey to the 3D world. p.s Ignore the pointer ;) . . . . . #unity #unity3d #learning3d #visualart #visualartist #art #instaart #instaartist