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June 30, 2004 @ 12:25 pm by Samir Bharadwaj
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Hair today? Unfortunately not. I thought it would be much more useful to model the loin cloth first as it gives a better idea of the final look of the character’s body. Now it will be much easier to model the hair to the correct size and proportions to go with the rest of the character.
As of now, I plan on assigning the cloth model to the main character armature. I expect that with some clever assigning of vertices, the cloth should deform in keeping with the rotation of the limbs - at least in an acceptably comic way. Now there is really no modelling left to complete other than the hair. So, perhaps I can safely say, on with the hair?
Samir
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June 29, 2004 @ 12:06 pm by Samir Bharadwaj

The feet are complete. I’ve tried to keep the mesh as light as possible, but some areas are bound to be heavier simply because there is more form to describe. The feet are on the dense side, but I have tried to compensate by keeping the toes as simple cuboid shapes. Since animated deformation of the toes is not likely to be an everyday affair, I assume this is OK.
The legs are exactly the kind of comic, skinny musculature I imagined. It remains to be seen whether the light mesh holds up well to armature movements. Next in line is the hair, and I expect that to need an independent armature object for it’s movement. Although, the new softbody dynamics features that have found their way into the Blender trial builds might be a better solution, if they are controllable enough. On to the hair!
Samir
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June 27, 2004 @ 9:51 pm by Samir Bharadwaj

Another project is born, and hopefully this one will be completed :). I had this idea for a character whom I want to use in an animation eventually, but also in some hopefully “great” shots. This sketch was done a few moments after the idea initially struck. It’s a reasonably simplistic character, because I’m ignorant of Blender animation techniques at the moment and I need something simple but pleasing to start with. Lets hope it works.
I have begun modelling the character and this is what I have so far. The mesh is meant to remain very basic. The screen shot here is with one level of Catmull-Clark subdivision applied to the object. I will probably up the subdivision for render-time but I’m not sure if I really want this to be a completely smooth surfaced character.
Those ideas will be clarified as this progresses. I hope to post updates here as I model, armature, and pose the character. I don’t expect to use many textures, or at least nothing complex, so that’s one less thing to tackle.
Another project is born. Maybe I need to start paying myself to complete personal projects … that certainly seems to work when I take on freelance work. Damn capitalist education!
Samir
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