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Modeled in Blender and exported to Povray. Not quite what I was going for
(actually quite far from it).
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> Modeled in Blender and exported to Povray. Not quite what I was going for
> (actually quite far from it).
>
Very good alien's head, now you have to find a flying saucer.
Lionel.
--
Do not judge my words, judge my actions.
---
http://www.avast.com
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On 03/05/2014 02:18 AM, jhu wrote:
> Modeled in Blender and exported to Povray. Not quite what I was going for
> (actually quite far from it).
>
well ... not too bad. what kind of texture are you planning?
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> Very good alien's head, now you have to find a flying saucer.
>
> Lionel.
>
> --
> Do not judge my words, judge my actions.
>
> ---
active.
> http://www.avast.com
Unfortunately, I was trying to make an anime head! Oh well. Time to start over.
Or move vertices around.
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"jhu" <nomail@nomail> wrote:
> Modeled in Blender and exported to Povray. Not quite what I was going for
> (actually quite far from it).
I like the eyes and feeling of it. Because it is not easy to place the eyes.
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"And" <49341109@ntnu.edu.tw> wrote:
> "jhu" <nomail@nomail> wrote:
> > Modeled in Blender and exported to Povray. Not quite what I was going for
> > (actually quite far from it).
>
> I like the eyes and feeling of it. Because it is not easy to place the eyes.
Thanks! Personally, I think he just looks a little high...
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"jhu" <nomail@nomail> wrote:
> Modeled in Blender and exported to Povray. Not quite what I was going for
> (actually quite far from it).
IMHO, you have to learn about faceloops, especially around the nostril area,
faceloops are to be used as the folds and creases of a shape (In the case of a
nostril, it spirals up and back down/front from the root of the nose to its
tip).
Here is some reading material for the topic of polygonal topology:
http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops
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"jhu" <nomail@nomail> wrote:
> "And" <49341109@ntnu.edu.tw> wrote:
> > "jhu" <nomail@nomail> wrote:
> > > Modeled in Blender and exported to Povray. Not quite what I was going for
> > > (actually quite far from it).
> >
> > I like the eyes and feeling of it. Because it is not easy to place the eyes.
>
>
> Thanks! Personally, I think he just looks a little high...
Um..., the face is too long if you intend to make head in proportion.
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On 6-3-2014 16:36, Mr wrote:
> Here is some reading material for the topic of polygonal topology:
> http://blenderartists.org/forum/showthread.php?93651-Poles-and-Loops
>
GOOD stuff! Did he put this in a tutorial eventually? In any case, Much
to learn by this. Thanks.
Thomas
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"jhu" <nomail@nomail> wrote:
> Modeled in Blender and exported to Povray. Not quite what I was going for
> (actually quite far from it).
Why you don't use Makehuman?
http://www.makehuman.org/
The program has export to Blender
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