Basemesh for sculpting

It has been a while since I posted anything on my blog. Different reasons for that. Funny enough, the reason I am posting now is because I am sick and need to rest a lot. And being at home taking things easy, I’ve started to do a little bit of blending again… I fiddled with my rig, where I am currently stuck with the script for the user interface…

And I’ve made a few sculptures. I think I have a nice basemesh for a full body, so I am releasing it here. I’m licensing it as Creative Commons Attribution 3.0 Unported. Basically this means you can do anything you want with it, including making money, as long as you don’t claim you created the original mesh and bother other people who also use it.

Since I like to make some kind of splash image for my stuff, here it is:

Get it here or head on over to the download page.

And some Work in Progress sculptures after the “Read the rest of this entry” link:

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Back from Sicily and a small update

So I got back from Sicily last week. I went there for volunteer work, did a lot of gardening. To be honest, it wasn’t as much fun as Bulgaria was, but still pretty cool nonetheless. The other volunteers and I took a lot of pictures, and we haven’t shared them with each other yet (didn’t have access to a computer with the correct cardreaders). Look for some photo’s here soon.

I also have an update on the rig. The facerig is done, all the controls have nice shapes now, and everything just works nicely. There is a slight “issue” with the toes that I might solve for a small additional amount of freedom, but there is apparently a new constraint in the latest build of blender that might have me remove the footroll bone and add footroll functionality to the heel bone instead. Which means I have to rethink the foot setup. Then again, the footroll as it is now doesn´t get in the way of the foot control, while the heel might, so I might leave it and just make the toes controllable.

So yeah the rig works, gotta skin the character to it, make textures, cleanup, etc…. I might also make another rig system for the eyes, one that is for an actual spherical eye, instead of the flat planes of this character. So people with a character with real eyes can use that system instead. I also wanna model more props.

EDIT: not enough for a new post, some bugfixes in the eyes, found some new bugs to squash, and a few new images under “read the rest of this entry”.

rig with just IK controls, and both IK and FK

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Lowpoly generic character

Not planning on getting all back into 3D again, but still, I don’t wanna get too rusty… So I started a new low poly character, inspired by PXstriker’s movies on youtube. He has some nice tutorials.

I wanted a different kind of head, so there would be room for facial expressions, and I don’t stick to his knees/elbows method.

Look it's Samus Aran...

default mesh

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