Character_Contest (CLOSED)

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kctooSun, Sep 22, 2024
kctooTue, Sep 17, 2024
kctooTue, Sep 17, 2024
dwindtMon, Sep 09, 2024
SenimationSun, Sep 08, 2024
kctooSun, Sep 08, 2024

I'm working on my original character 2D a while back then, I haven't done with the concept. I'm not very good with 3D shaders and sculpting so mostly I'll keep that part simple.
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Nice concept, Looking at it the details are very good, will need a lot of work on 3D model Best of luck with you project, would love to see your project comes to life in 3D
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My 1st progress in modeling, I have 2 topo references beside the model, the concept beside and behind the model
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My initial idea is to make it like a tight jeans but then I wondered if I should make it a tattoo of her legs, I don't know for now.
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I don't really know how to do this so I remodel the concept that I had done, I'm used to model every part just for fun all the time, and I haven't really understood or tried making a bump map and everything. I guess I just took a longer route to get this character done
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I still don't know if extrude normal would work perfectly but if it doesn't and to save time, I would let them flat. This is my first time trying to model my concept character as all of the concepts are just sketches and only a few were in vector format, so at the same time I want to find out how long would it take for me to model one.
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I don't know how to solve this, the face itself does not respond correctly to the light source, so I had to delete the old ones and duplicate the right to the left and proceed with caution. maybe it was the face orientation or maybe it's not. The problem started when I merged vertices when they were not on the same orientations. if there is at least one that has this issue then the rest of the faces next to them could possible affected as well. So I have to delete some edges to delete the face and remake edges or faces
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Senimation
Karma: 679
Sun, Sep 08, 2024I faced a similar issue before. What worked for me was deleting the faces around the problem area, then retopologizing it. After that, merged the vertices by distance and used Shift + N to recalculate the normals. It might seem like a bit of a workaround, but it did the trick for me tho.
Anyway, good luck on your entry!
Anyway, good luck on your entry!

Ngons and polygons don't play nicely together. I see 7 edges coming up against the right side of the grey polygon that is circled so 7 vertices pulling against none on the opposite edge of the grey circled polygon. Extend the 7 edges through the grey polygons. Try eliminate shapes that are none polygons (5 and more sides). 4 sided polygons will give you nice flow through your mesh. You can have triangles but avoid them on edges and corners. Place them on flat surfaces.


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Thank you for the pointing to my mistakes. Right now because I separated the design of her pants into 2 front views and 1 back view, I am now putting the texture on a plane then slowly rotating them to the desire angle in order to maintain those lines' width somewhat acceptable and same along it goes down the pants. I found this method working but time consuming so I would take note that I have to keep the model as low poly while keeping the major proportion if I want to use this method.




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