For my final post, I had to have it uploaded quickly, so I decided to go back to my head sculpt and do some rigging on it. Maybe I could fit in a bit of animation too. To start, I first had to remesh my sculpt. The current head has around 1 million faces, which is way too many for anything other than rendering a still image. Trying to animate with that would make my computer burst into flames. To remesh, I used a program called Instant Meshes. This uses some algorithm to change the mess of a mesh my original head is to one that is 50 times smaller and is made up of a bunch of neat-looking quad faces. If I had done this by hand by making a brand new mesh over the original, it would be called retopologizing instead. Now that we have a lower poly mesh, we can add some bones to it. However, when I try and pose the bones the head is deforming weirdly. This can all be fixed by changing the weight painting. The weight painting is a representation of how much influence each bone has on th...
This week I decided to use Blenders sculpting tools. I didn't document my process as much as in my other posts, since I was closely following a video tutorial so I could get the gist of what I was doing. However, the general process is: subdivide a cube, shape it into a head-shape, extrude a neck out, mesh for more polygons, dig our eyeholes, add eyeballs, shape a nose, shape a mouth, add ears, then tweak the proportions, add more flesh, and finish the details. Knowing the general anatomy of a human head will greatly help when adjusting the proportions. Sometimes you look at it and it looks creepy and alien until you move the nose a little up and it looks fine again. After multiple hours of smoothing and undoing, here is the final result! Not too shabby if I do say so myself. I have experience sculpting an actual clay head, so the skills transferred over. I'm most proud of how I sculpted the lips, especially the corners. Surprisingly, I had the hardest time with the eyelids, a...