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Modeling for a new race


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So I've tasked myself with creating a new race with a custom head (and tail) mesh. Right now I'm making the head in Sculptris and will later take it into Blender for retopology, texturing, and rigging.

 

http://filesmelt.com/dl/look_down.png

 

Front

Side

Back

Bottom Perspective

 

The mouth might need work. I can remodel it in Blender when I do the retopology, where it'd be easier to create a whole mouth cavity, but any improvements I can make in Sculptris first may help. The ears will definitely be remodeled in Blender for smoothness. I'm also a little unsure about how the jaw meets the neck, and I could use some verification that the eye sockets are all right.

 

I'm unsure about how I'm going to do facial animation though. What will I have to do so that my head mesh is able to animate correctly and, to a lesser extent, work nicely with the face customizer at the start of Oblivion?

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Modest bump.

 

So I've tried importing some head meshes into Blender to figure out how to go about making my own mesh. Some things I've noted or guessed:

 

  • I assume I'd use Blender's shape keys to create the morphs I need for expressions (at least, I hope so). However, I can't see any existing shape keys whenever I import an existing mesh, which hopefully means I'm just using the importer wrong. Still, it makes it difficult to tell what the standard morphs are exactly.
  • Males and females use the same head mesh apparently, so their distinct shapes are likely controlled by morphs. So I still need to know what the standard morphs are.

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