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Default Blindrat - Jhumza


Well this looks to be a very fun and exciting event. I know nothing of 3D so this will be a fun learning experience for me, but I know I'm not alone and hope that this will help me as well as others to dabble and learn a bit of 3D modeling and sculpting.

Anyway my idea at the moment is a humanoid gazelle.Still working on the details of the design while I read up on how to start modeling, but here is a quick sketch and gestures just to get a bit of a hint at what I might want.
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Good luck everyone and have fun ^_^
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    Sweet Idea! Looking forward to this one being developed. Battle of the personified animals hahaha
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      i like the gazelle idea and the style fo the concept...
      good luck...
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      so cool!!!! good luck!!!
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      most interesting concept here IMO=D can't wait 2 c it evolve
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        Nice looking concept. Interesting details. Best of luck, looking forward to seeing it come out in 3d.
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          this looks cool , can't wait to see it in 3d
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          Thanks guys, I'll do my best not to disappoint.

          However I think I may have bitten off more than i can chew....Basically learning 2 programs simultaneously (blender and mudbox) and my head is spinning, but I think I managed to get in a decent base mesh. What I did was sketch up a side and front view of the body and made the base over those using Blender.
          Think I put too much in the head, especially the back trying to make room for the ears and horns.

          Wasn't sure how to save a render of the model in blender with wire frames so I took screen shots instead. of the model in progress...
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          So I had to go back in to my base mesh and redo the entire head and do some changes to the topology of the body because when I did sub-divisions the model had all these holes and weird shapes. I guess I put too many polygons in places that shouldn't be and the flow of the model was obstructed. So here the changed base mesh and I also started doing a bit of sculpting on it.

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          By the way I tried as an experiment to see if I could export the sculpt back in to blender as an OBJ and I couldn't seem to get it working. Should I be saving my obj a certain way or does blender just not read mudbox exported obj files?
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            great progress here...
            mudbox saves normal obj files...
            never head a problem to open them in maya...

            your char looks ab bit small...
            could you check the size of your char compared to the mudbox man..?
            mudbox needs proper size to work right...
            if needed resize your model in blender...
            the mudbox resizing tools are not freezeable so its better to do that in blender...
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            I'd hug you if I could. I never knew about the scaling until you mentioned it, thank you so much.

            I tried looking around for a numbered system of measurement to use for scaling. I however could not find anything specific so I eyeballed the scaling. It's very strange I have to make the model in blender extremely large to get it to be around the same size as the human mesh in mudbox. took another shot of the model hopefully it's of a good size now. Also learned that apparently when importing an obj in to blender from mudbox when I thought it wasn't working the model was just so tiny that it didn't show.(I had originally thought it was suppose to start a new document but instead the model was just smaller than the cube you start with in Blender...lesson learned)

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            Last edited by Blindrat; 10-24-2010 at 09:10 PM.
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            Got around to doing more sculpting on the body. Going to work on the hooves and the hands next then move on to making the outfit and weaponry.
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              Hey great progress so far!

              Her arm is coming a little short if she lowers it though so watch out.

              At my last job my technical art director told me that 3D models should never be in a "T" pose because when you lower it it will deform unevenly.

              Think about finding the middle tween between the arm rise.
              His advice to me was to pose any character arms half way up, then the elbows half way out. That way when your mesh sits perfectly in the middle of both raised and relaxed.

              Keep up the good work!
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                really love your sketch, cant wait to see this done. good start on the base mesh
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                  Quote:
                  Originally Posted by jdeangelis View Post
                  really love your sketch, cant wait to see this done. good start on the base mesh
                  I second that completely that sketch is Awesome. I have nothing to crit yet, But I'll be following.
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