I'm trying to model a toony model, the reference looks good but putting it into 3D is a lot tougher. The head and body look strange (The legs, hands and feet look fine). So I've been trying to find tutorials / tips / references on modelling in a stylized or toony form. Here is the reference I have and the model so far.…
if you look at cyrids go at it (which is spot on what I want to model) there aren't really many details and the problem is mainly the form of the face. :/
I need help again (same subject different mesh) I can't seem to get my head around modelling the face: I'm lost for what to do, I'm not sure how to shape the face and maintain a good topology flow and silhouette. I keep getting strange shape around the cheeks and attempts at avoiding that I get horibble topology flow. -.-…
You might be better off modelling in the details that you need without worrying too much about mesh flow initially and then cleaning up the errant edges once you've got your forms down.
There is no such thing as a tutorial for toon modeling. All you have to do is ... think analytically. Imagine the cross sections of every shape of your model, as if you were slicing it. Not a single curve should be improvised - but any solid concept has all that anyways. Then once you have all these curves identified (kind…
wow that "quick stab" looks perfect! thanks, now I have a better idea by seeing it in 3D. I've not tried blocking out, though its my usual approach I assumed this model to be simple (which I now know not true) so I'll give that a go (as for the model already been made, I'd rather try 100 times and get it right, than try…
I've looked through a few videos and they did help a bit but not so much that I could understand how I could go about changing toon into model. as for the proportions I tried doing it as it was drawn but the head looked far far too big even though in the sketch it looks cutesy rather than grotesque. :/
Well here's how it's currently stacking up with the proportions and profile of the facial features: I'm not sure how helpful they'll be, but you might want to check out some of the videos at http://www.3dappealblog.com/ In a few of them he goes over his students work, showing how to redesign the 3d model to better match…
It's a big head to begin, and something like that can be key to capturing the same feeling as the sketch (the head is what immediately jumps out to me, as there is little else to really go by from just an outline of the side). Usually for stylized characters I prefer to work with simple primitives in order to quickly block…