I’ve always scaled the mesh up after finding the center. When doing the inflate isn’t it better to have more verts then less? I would think the lack of information blender has to work with would make it less detailed forcing you to put those back in again after? Instead of copying and then removing why not just grab what you need from the mesh and copy that (Edit mode => Select Verts => Ctrl ‘D’) (‘G’ ‘Z’ - To move it above your character - See what you have) then exit edit mode and ‘M’ (Move - 0-9 Layer of your choice). I have a couple of questions though about the Tute? If you are using an ealier version I would suggest you select the mesh and then enter edit mode and ‘Remove Doubles’ as there will be a lot of them before you begin your work on the character. Not the lips unfortunately but still the main body is seperate from the Head. The head and all it’s objects are seperated… (Tongue/Teeth/Eyes/Eyebrows/Eyelashes). Undernieth ‘Seperate Objects by OBJ’ select ‘OBJECT’ / ‘GROUP’ / ‘MATERIAL’ When you import the mesh you will find that not only is it cleaner. For the 2.48a (Wavefront) importer anyway. Hope that helped someone! If someone has a better way, please tell me!ĮDIT> I’ve just realised that you may want to decimate for the trousers too…unless you want your character to have a wedgyĪ couple of things when importing Wavefront OBJ ‘MakeHuman’ (Objects/Meshes) to Blender. It is however, much easier as you do not need to perform decimation or add multires. If you use the Blender library script, you can have a nice reusable set of buttons and cuff links!For trousers, you can use the above method on the legs.Technically, you could use a boolean operation again. You can now create the overlap to allow the shirt to be buttoned up. For a shirt, you can delete the central line of vertices down the front (there should be one).At this point, you can add cuffs (by extruding the terminating edge loops of the sleeves), buttons and collars (similar method to the cuffs).Now you are more of less done!Step 6 (optional).Repeat for both sleeves and the bottom of the shirt. Add a difference boolean modifer to the shirt, reference the cube and apply. The ugly edges are probably worrying you by now so create a cube and position it till it obscures and encloses the frayed edges you wish to remove.Sculpt to your satisfaction.Step 5 (approx 1 minute): Making sure that both the layer with the original mesh and the working mesh are visible, use the “inflate” brush to inflate the shirt till it is completely visible over the body.Open sculpt mode and use a “smooth” brush to get rid of any ugly structure in the chest area. Delete as little as possible (keep the neck and the arms).Step 4 (approx 2 minutes): In edit mode, delete the hands, head and legs (remember this is for the top area only).This is one huge decimation needed- a ratio of 0.03 is a good rule of thumb. We need to eliminate all finer geometry in the chest area using this (belly button, chest structure etc). Select that copy and add a “decimate” modifier.
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