Timeline for How to box model toony tufts of fur?
Current License: CC BY-SA 4.0
12 events
when toggle format | what | by | license | comment | |
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Aug 21, 2020 at 12:19 | vote | accept | Elìa1995 | ||
Jul 31, 2020 at 5:43 | answer | added | R. Navega | timeline score: 8 | |
Jul 30, 2020 at 5:16 | comment | added | Elìa1995 | Let us continue this discussion in chat. | |
Jul 30, 2020 at 5:15 | history | edited | Elìa1995 | CC BY-SA 4.0 |
added 184 characters in body
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Jul 30, 2020 at 5:10 | comment | added | Elìa1995 | I’m gonna try to duplicate and separate the polygons where I want the tufts to start from and clip them inside the model, removing the subdivision modifier from them... then I guess I can just poke and extrude them with triangles without consequences? There comes a problem later tho, how do I join them to the character before exporting the model? Wouldn’t they get subdivided and thus destroyed? | |
Jul 29, 2020 at 21:35 | comment | added | jackiejake | One more thing, I realized you mentioned the tufts didn't look "extruded" from the model in the sketchfab example. One technique I've seen for similar effect: Select a single edge or face in edit mode, duplicate and separate the selection. The new object has a separate copy of the modifiers, so you can disable or apply subsurf and further box-model from there. | |
Jul 29, 2020 at 16:04 | comment | added | jackiejake | Yeah, subdivision surface alone won't work with tufts. This answer might provide some solutions to try, like creasing with an edge split modifier: blender.stackexchange.com/questions/6425/… | |
Jul 29, 2020 at 15:58 | comment | added | Elìa1995 | Yeah, I'm using subdivision surface | |
Jul 29, 2020 at 15:38 | comment | added | jackiejake | Are you using the Subdivision Surface modifier? You could possibly separate the fur into it's own Object, without subsurf. | |
Jul 29, 2020 at 5:38 | comment | added | Elìa1995 | Interesting... rather than being extruded from the model, they look like they’re separate meshes... but I still can’t figure out how they gave them that shape! | |
Jul 28, 2020 at 9:46 | comment | added | jackiejake | In my limited experience, it's hard to get decent-looking "tufts" without relying on sneaky tris or single vertices pulled outwards. Those work great for some toony styles and game engines, but if you're not careful it can lead to awful topology, and it falls apart with Subsurf modifier. --- One technique (sans subsurf) is to stagger the extrusions to make "clumps" of fur that start at a shared base, but come to a point. This model's wireframe is a good example: sketchfab.com/3d-models/fidget-de348c9971d741abbbb1230139325b54 | |
Jul 28, 2020 at 8:22 | history | asked | Elìa1995 | CC BY-SA 4.0 |