freddie – 07

my dear readers, you probably thought i was giving up… yes, it looked like that, but instead i was figthing a big fight with blender for almost 3 days. i tried blender to make “copy x-flipped pose” work properly 😦 … my rig, worked fine when testing, i made half a walkcycle, and wanted x-flip the other half, but when i did “copy x-flipped pose” i received an all wonky pose, that had nothing to do with an x-flipped pose (meaning mirrored on the x-axis) … so, finding tutorials or info was in order… alas, all video tutorials i found, did not show me what i did wrong. it worked in their case. but even if i followed the tutorial i always got a mess, instead of what they showed. so i repeated my error even by following the tutorials literally, and could not learn from the tutorials what it was… i found some written infos, that said one has to align the x-axes of the bones of the legs, say, to point all in the same direction. and this is what was done in many tutorials too… i tried, it did not work… but i found what was crucial, and no one in a tutorial ever mentioned:

the “roll” of every deform bone has to be zero! not 15, or 230, but always zero! (This is an imported piece of info, i write down here for further reference)

now, a roll value not zero works fine, when moving the bones by hand, but for the copy x-flip thing it is essential that the roll is zero. why is such an important thing nowhere written? or mentioned in a tutorial? … and why is it that even when rotating a bone in orthographic side view of the bone around its local x-axis, the roll changes ? should blender not keep the roll zero in this case? but in my blender it does not, whenever i rotate a bone, the roll changes like mad… hmm

well, today, i found out about the roll needs be zero, and i worked over my whole rig, made all the rolls zero, and had of course bind the mesh fresh to this rig, as changing the roll after binding twistes the legs etc like mad… but, i made it.


and made a new walk animation, since the previous one was completely useless with the changed rig… as always the gif animation is slower than the animation in blender… constructive critique is welcome, since freddie will be the main character, so i want him realy to shine in the game πŸ™‚



loomis method

this is just a little sculpt, to try out a different way of sculpting, namely the way loomis teaches drawing the head in his books … those of you who have seen some of my videos at sculpt cookie know that i sculpt everything starting from the cube… now, i had the idea to follow the loomis way. loomis draws heads by constructing them from a sphere, that get their ends cut off and combined with a boxy form for the jaw. well, i did this too, i started from a sphere, used booleans to cut the ends off, added a boxy jaw again via booleans.


as you can see the cubes that cut off the sides of the sphere are still there, and thus i can rotate or move them to adjust the sideplanes to match my reference image. notice that the sideplanes are not perpendicular to the frontplane, but slighty angled so that the back of head is slightly wider. when you feel the side of your head, you will notice this little angle too. and it makes that your head will get a good volume for the skull …

i had adjusted this basic shape more, for example went into edit mode to adjust the width of the heel of the jaw, but sadly i got carried away and thus i forgot to make a screenshot and saved over the file… but, i think you get the idea… now i had the basic head shape without any sculpting in good proportions already. the round sideplane gives the measurements for height of hairline (top of circular plane), height of eyebrows (center of circular plane) and height of nosewings (bottom of that plane).. then i went into dynatopo and quickly made a rough sculpt…


i think this can be quite useful, when you start out sculpting and have difficulty in finding the big proportions…

marilyn’s veil

i was asked in the comments about the technique of the veil, so here is:

the veil is a simple mesh, in left top image. to this mesh is parented a little sphere acting as a prototype for the pearls, this sphere is correct size and located at the origin. then the veil mesh gets duplivert as shown in the properties panel in top row. when this is rendered we see at each vertex point the little pearl, but nothing of the veil mesh. then a duplicate of the veil mesh (without the duplivert) gets a subsurf and a wireframe modifier with settings as shown in bottom panel. alltogether in viewport it looks like the image bottom right and renders like the veil with pearls πŸ™‚


clay material for cycles

recently at zbc was a big tutorial of how to make and render a clay material in zbrush. as the result was quite neat, i downloaded the offered resources, read the pdf, and thought, well, i want do that in cycles πŸ™‚

so, here is my result, after only 10 minutes fidling in blenders nodes (ball mesh is downloaded from above link, as well as the used finger print map).


and since i liked the result, i share with you, maybe you can use it too: the node setup, for the different colors i also changed the glossy value slightly…


miss marple material setup

i was asked in the comments how i did the material for miss marple, so here goes. miss marple was rendered in blenders cycles, as i always do. the material is actually quite simple. to make it really look nice the light setup needs to help a little: i used besides 2 mesh lights that mimic the lightning at the court (where miss marple is sitting and receiving an admonishment of the judge because her disturbing knitting needles noise… hence the expression…lol) also a good quality hdri of an large interior room, that is also similar lit as a court is used for the ambient light. so, here goes:


(the texture used is a foto of a planet surface… lol…)