Ah ok, I guess the reason for the headless model is because I want to be able to use interchangeable parts, technically the hands and feet were modelled separately as well and joined to the model just for the preview example, thought process is if I am going to use the model as a game ready asset I want it to be as easy as…
Thanks for the feedback, yeah I primarily did use a box modelling approach to create the base mesh probably isn't the most ideal method of getting more sculpted organic forms like a human body, I did have a reference character sheet to work from when creating the base mesh but as for the accuracy of that base reference I…
Looking pretty good. You want to use an app like Daz for reference while modelling. It's free. You can dial in attributes.Looks like box modelling above. That is one way to do it. You can also sculpt the figure in Blender and use retopology to derive a base mesh later.Sculpting in Blender allows you to use masking (face…
Queen_Skadi sed: Is there anything about my model that sticks out like a sore thumb that probably needs rectifying or revising? Any improvements you would suggest? Yeah that you are working from 2D sheets as reference explains some of the incorrect anatomy. Really it is the shape of the whole figure not really any one…
Hi I am fairly new to 3D modelling and am trying to teach myself to create 3D models from scratch with Blender and could use a little critique and advice from those more in the know on things I might be neglecting or missing. To start off with I am just trying to create a base male body mesh as a starting point to work…
Hi! Props for modeling the character :+1: With more realistic/complex characters/creatures, personally I prefer to create the shape first, then re-topologize on top of that shape. I think that way allows to better focus on either aspect. Regarding both, shape and topology, you should be able to find plenty of resources…