Deleted2783630User Posted July 30, 2011 Share Posted July 30, 2011 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 FrontSideBackBottom 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? Link to comment Share on other sites More sharing options...
Deleted2783630User Posted August 2, 2011 Author Share Posted August 2, 2011 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. Link to comment Share on other sites More sharing options...
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