I know I've said some of my previous models were my favorite but I think this is DEFINITIVELY my favorite 3d model. Of all time.
PLUS I have a ton of cool things to show off with her (including the rig because I finally learned how to use Rigify!!!!) so if you would like to know more about her then keep reading.....
(REBLOGS AND COMMENTS ARE VERY APPRECIATED!!!!!)
Before I get into the main parts of the model, I would like to highlight the texture first!
While it may not be visible on some of the other works with the compression, I added small halftone dots throughout the entire texture!!!
I also tried to replicate a more painted style throughout... although I couldn't fit the skirt on the UV map so I went for a plaid texture instead.
The design actually comes from one of my drawings from a few months ago!
Apart from the bows being added to match her ribbon (and the skirt ofc) I'd say this ended up being super accurate.
I also had some more practice with vertex groups! I used it to achieve the effect on the eyelashes (by shrinkwrapping only the top to her face) though I used it in some other areas such as to control the outline and the solidify on the sweater.
Okay now for the fun part... HER RIG!!!!!
I used the human Rigify meta rig (minus the face controls) and added some additional controls for her hair and face, so the full rig looks like this:
(Click for better detail)
I will be so honest. As someone who's been making their own rigs for months I absolutely LOVE this rig. It is ridiculously fun to use... or that could just be because most of my rigs are really simple.
I will 100% be using this going forward.
This video (as well as the next video in the series about rigging the face) were very helpful when I was setting this up!
AND. Since I'm using a new rig...
THAT MEANS MORE DANCE BREAKS!!!
Weirdly enough one of my favorite parts is that the feet stay on the ground. I could never figure that out myself.
And as promised the hair does in face have physics now!!!!! Sadly it doesn't work as well on the ponytails as it does the bangs.
Although you can remove her ponytails! I don't think she'd be too happy about it though...
(I DON'T WANT TO TALK ABOUT HOW LONG IT TOOK FOR THIS TO WORK)
That's all that's new with her I think! Like I mentioned at the beginning I think this is for sure my new favorite model. At the least it's definitely a step up from the original...
(This looks like an entirely different character lmao)
I think once I get consistent with using Rigify I might try to learn a toon shader... since I've had practice with regular textures I think it'd be a fun next step.
I also still have plans to redesign and model my sona once I get to 700 followers (as well as to celebrate 50+ models in Blender) so look forward to that sometime soon!!!!!
Also feel free to let me know if you'd like to see some of my other characters in 3D... also yes I know I'm procrastinating on the Robo Sleuths models but I promise I'm just waiting for my motivation to come back first
And as always I'd love to hear what you think of her!!! I know I say it a lot but I do make a lot of large effort projects lol.
Finally: Some extra photos since I could NOT stop posing her....
(okay this one. might actually be bigger than i meant to make it lmao)
Out of curiosity, based on your latest update post:
How do you use Python when using Blender? :0
I know Blender's foundation is Python and users are free to modify the software as they see fit. So... how do you tinker in Blender and for what reason?
I've made a few Python scripts for Python in my time, but currently I use them for two big areas: curves and Rigify.
Curves are what they sound like, bendy wiggly objects that are good for things like tentacles and vines. I use them for the characters' antennae and eyebrows, since the mesh I use for the bodies would easily crumple weirdly on such elastic movement. They're perfect for that!
Unfortunately, rigging curves--that is, adding them to the character's skeleton--is a very lengthy process. Every point has to be added by hand with a modifier, and if you change the rig (skeleton) *at all,* it has to be done over from scratch. All over again. So, I wrote some functions to take care of that for me whenever I change the rig.
The second thing I use it for is an add-on called Rigify. Rigify makes it simple to make very dynamic, expressive rigs, and is perfect for the human and mantis characters! (Not so great for spiders, sadly.) Unfortunately, Rigify has some shortcomings, especially when it comes to using custom bones. If you just want to use a regular bone, without any of Rigify's fancy add-ons, you have to manually enable it when you generate a Rigify rig.
And, well, you have to generate a Rigify rig from your "metarig" every single time you want to make any changes to your rig. At all. So, I wrote a function to enable all my custom bones for me after generation. However, this brings us to the next problem.
I like to be able to "sculpt" with my rigs. Make the head bigger, tweak the angles on the legs, alter the shapes of things, things like that. Then, I can apply the changes to the mesh and the rig. ...Except, I can't, if Rigify only lets me make changes to the *metarig,* which is not the rig that affects the mesh.
But, recently, I *finally* got it going so I can transfer the generated rig's pose back to the metarig!! HAH!
The last few months (maybe more than just a few), I've spent on retopologizing the sculpture (see https://www.tumblr.com/reignofsiderians/738040995179085824/wip-of-my-new-3d-project-statistical-average?source=share ) and then rigging.
The previous model had only a basic rig while this model has a much more advanced rig with finger and claw controllers. I've also made a custom detailed face rig, in addition to some shapekeys. I also managed to get the flank-skin and chest to deform well in the more extreme positions.