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Showing posts from February, 2025

Part 3 : Modeling, fabricating & storytelling

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As I continue my journey in Blender learning new modeling tools I have begun the fabrications processes for this piece.  one of the more complicated parts to the character design is her hoodie. This piece help be realize how knowing your simplified geometry of an object makes a big difference once you get deeper into the design.  some of the original attempts of designing the hoodie There are 12 rounded tassels on the lower edge of this fabric and after trying at least a dozen different attempts to make it I realized the cylinder I start with should have 12 sides to begin with so that later on in the process no matter how many subdivision modifiers I add it is still devisable by 12. This allowed me to then extrude the much more evenly spaced vertices later on to create the rounded tassels. (This strategy should also be used for the dress)    A more successful hoodie design I have begun modeling the head of my Witch by following along with a head tutorial by CG Boost....

Part 2 : Character Pose and Modeling

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Continuing with this project I decided on the pose of my character after playing with a few poses figure studies Staff posing Reference  Turn around   Playing with different ways to make the parts using different modeling tools and commands Leg Started working on the shall and seeing how the pieces look together So far Blender had been very impressive, I can see there's 1000 ways to do what you want depending on which tools you like so I'm trying to explore various ways of getting the result I want to see what works for me. I think the best thing I can do right now is just try and spend as much time playing with the program as possible.  Despite not having the character complete I will test printing a couple pieces this week and see how it goes.  Introduction  : Hopes & Dreams Part 1  : The Donut Continues Part 3  : Modeling, Fabrication & Storytelling Part 4  : Sculpting Model & Fixing Meshes Part 5  : The Bespoke Object