Original character(s) 3D Models

I won’t be finishing it this week most likely, but I’m already so excited to see how much better his model and topology will look when I’m done.

Here’s a preview since I feel like I want to still fix a couple of spots. I’m not sure if I should be trying to keep the loop cut that usually goes from the forehead to under the jaw, and I wanted to try and add a ring around the ears, but I can’t quite get them to work yet. Any thoughts?



Where the jaw and ear loop cut I wanted to build ended up merging together:


Edit: Just after making this post while still messing with it I got the loop cut under the jaw worked out!

One image with the subdiv applied to both, since I can’t find the lower poly original model sadly.

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Six way pole on the top between the ears? Usually considered 5 is a ‘max’.
Looks nice though.

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This is the only face with more than four points* I could find, I do have one more triangle that has shown up on the bottom of the foot. Would you mind confirming if this is the pole you’re referring to or do you happen to see another? I’ve been trying to figure out how I could fix this face still. Thanks for your time NP5!

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Well yes you changed the pole but gained a new problem.

Think I replicated the local topology.
one possible solution.

Subdivide the two mirror line edges.

Join verts to make upper and lower quads.

Remove/dissolve, edges to merge tris created.

Now all quads again and 6 way pole is gone. Creates a 5 way which is a standard loop turning thing, like 3 way ones.

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I realized after making my comment that ‘poles’ referred to vertices points, not the n-gons, thank you for pointing this out and providing details to fix it!

I can’t find that spot now that I’ve modified the topology more since that original post was made, maybe it’s better following the changes?
subdiv not applied:

applied:


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Probably ok as the subdiv has worked out ok.

Or just change it.
One way.
Subdivide edge

Join and cut on to mirror line.

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It occurred to me at one point while working on it to try using the knife and doing this actually, but I wasn’t sure if I should be open to creating the pole or trying to avoid creating them as much as possible. I just keep looking at your post and the verts and thinking ‘genius’ :laughing: thank you again, so much!

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Model completed around 12/18/23:



I keep telling myself I’ll get back to my courses soon, but I’ve been having a lot of fun refining what I’ve learned too. Just wanted to share this ‘emo skunk’ dog design I made! I’ve got a set of four of them. The growth is crazy! I’ve just got to texture paint the other three designs and I’ll share those over the next couple of weeks. Really think this cute model hit all the points I wanted it to :slight_smile:

I finished the first a few months ago and came back to retopologize and remake the model finally. Old model finished around August 23rd:


Comparison to mesh:

Something Grant said in one of his older youtube videos clicked with me - the difference between trying to make something Low poly and make something Mid-poly. I also feel like I understand a difference in how you want to start something based on what your goal is going to be with it. I’m excited to get into Mid to high poly work and sculpting more again soon.

Thanks for your time!

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Beautiful work!
Could be 3D-Printed

… Yes, there is much power in low poly designs!

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Love the feel, beautiful work.

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I have been re-focused on learning to Rig properly this week and found an AMAZING tutorial that I just had to share. I did not understand that Rigify was modular and that you could use Sample sets of bones that they’ve put together so you could create your own rig of ANY creature.


I built this rig using the rigify sample sets of bones. For some reason the ‘super spine’ with tail and head does not work, I had to delete them and re-add the spine and tail, not sure why.
I was able to create the rig for my character so that he works great. Obviously unfinished, but I had to act on what these videos teach to be sure I understood them, and gosh am I glad I did because it really helps pinpoint the spots that are problematic. The videos are a little old, but the lessons can still apply to at least version 3.6.1 which is what I’m still using, but he’s also updating lessons for Blender 4.0. Hope it could help someone else potentially too! I’m super happy to feel more confident in rigging.

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Thanks for the link to the tutorial, and I see CGDive has quite a few more tutorials on this subject.

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The paid ones are super cheap in my opinion. This video series is 17 episodes long currently, though they are fairly short too, there are at least 3 videos I would recommend should be watched. Just the first half got me to where I am with my rig.

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That’s definitely encouraging. :wink:

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Wanted to share some animation practice I’ve done with the emo-skunk dog character I created a couple months ago. I am starting the Alive animation course and finishing Grant’s animation course here at gamedev over the next month or two with some free time. Very excited to share what I’ll get to make.

Emo Skunk Dog Adoptable (Animation practice) (youtube.com)
Let me know your thoughts on the animation practice if you get a chance, any feedback is always appreciated!

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Your animation is looking pretty good, but there is something distracting about the front legs/feet. I’m not exactly sure what it is, but it doesn’t feel like it’s Digitigrade.

I think that it’s because the feet are too stiff; The bottom of a dog’s front foot can easily touch the lower part of the leg it’s attached to.

After looking at some reference (youtube), I think that it might have something to do with the fact that the upper body of your Skunk Dog isn’t moving as much as I’d expect it to; in the reference, every time the dog’s leg goes back it looks like it pulls the chest back with it a little.

Maybe making its feet point all the way back when it picks them up to go forward would help.

I hope that something I said helps you out a little

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Thanks so much for a beautiful reference video! It will be used very soon :slight_smile:
The notes are always appreciated. I’ll be continuing courses and improving the posts above over time, I hope you’ll get to see some of them in the future as well.

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Too, me was the movement of the paws and the floor (grass) movement
The underground doesn’t match the body movement.

Animation is hard!
Blender has planned to modify (highly) the animation process. All will be motion layers.
Planned 2025 I believe.

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I shared a frog project I have in progress a couple of weeks ago now, and due to a broken tablet and a lot of procrastination those manage to still be unfinished. I did manage to within a week finish this model of a Cat Chef though! Following the reference and style seen in the 2D art, I tried to recreate it as seen.

Finished 04/25/24



Reference and character/game concepts belong to Siphon Games on Instagram.
Siphon Games (@siphongames) • Instagram photos and videos

More practice following concept arts provided. Blue frog and personal character (Sister seen above) remodel are top priorities to finish asap. Thanks for your time, feedback is important.

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Cool! It feels like the hat might be angled a bit too far back, but we all know that’s just because of the blue rat under there pulling the strings =)

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