Blender Sonic Model ((FREE))
As shown with my provided image, I am trying to create my own Sonic model. I know there are downloads but I figured the best way to learn Blender is to start from scratch and in that way, I can have my own unique model. I want to become self sufficient in modeling.
Blender Sonic Model
Download File: https://www.google.com/url?q=https%3A%2F%2Fgohhs.com%2F2ufG9B&sa=D&sntz=1&usg=AOvVaw3hGsDVFm-LTQSREB-KLcMW
My understanding is that for mesh modeling, (I think is what it is called?) is to have good topology, meaning good edge flow, quad shapes etc. And pulling points and adjusting as needed. However I have consistently run into problems in trying to recreate this character.
Hi Sakura, found you after your introduction post This is actually a good start. And for character modeling this kind of vertex modeling is a good approach. You did everything right. You have reference images from different view angles and you aligned them. The vertices for the lower stands could be spaced more evenly, though. But I k now this is at early stages.
Vertex modeling for organic shapes and characters is not the most modern approach, though. And maybe - because you mentioned that you feel comfortable with painting and Photoshop - you want to look into sculpting with dyntopo and retopologizing. Many people say that sculpting with a tablet is a more artistic method because you can concentrate on the shapes and not on the modeling technique. And personally, I find it easier to model with a sculpted mesh as a guide in the retoloplogy step.
People still discuss when to use vertex modeling (sometimes also referred to as polygon modeling) and when to use sculpting. But from my observation a widely accepted rule of thumb is: vertex modeling is best for hard surface objects (most of man made stuff like machines, weapons, tools and so on) and sculpting is best for organic objects (characters, clothes, everything that is grown and not constructed). And yes, sculpting with a mouse is possible but difficult, but once you have a tablet most people say that it is much fun.
Here you can see, how a sculpted mesh can help to place the geometry directly at the surface of a sculpted mesh in the step of retopology. Retopoloy means that you create a new mesh of lower resolution by remodeling on top of the scuplted mesh. The difference is that the sculpted mesh acts as a guide in 3D space for where to place the vertices.
Meaning a general rule of thumb is to have a consistent, even out work when modeling? Is this what they call edge flow? I have not been able to figure out how to determine where to extrude, how many times to extrude, when to resize the extrude etc. Is there a method that can be relied on or is this mainly intuitive?
Ah! I saw this guy before. I actually started the series. Sonic model tutorial wip.jpg1296777 219 KBBut I stopped because his finished Sonic model dissatisfied me in appearances. Regardless, your idea of following along and sharing my work in progress is a good one. So in the mean time I will do just that. (I need the practice :p)
When I approached into modeling Shadow the Hedgehog, I was able to take the video game model and retopo the thing. Of course at certain parts I had to use the knowledge I learned to make the mouth and the eyes.
Recently I was browsing 3D art on the interwebs when I noticed the modeler who built Sonic for the feature film posted about their work. Naturally, I jumped into their portfolio and immediately recognized one of their early projects:
On October 21st, after 7 years since modding SA2 PC started in 2012, together we finally cracked the code for modding custom character models into Sonic Adventure 2! Having roughly finished the weighted model exporter for blender, i decided to prepare my custom Sonic model, which i usually use for renders, to be modded into SA2 for testing purposes, and as the model successfully loaded into the game i released it as soon as possible, with smaller updates such as the HD light dash upgrades following shortly after.
About the model: "Custom" is not precisely fitting, as the hands and shoes are heavy-edits of the forces models and the muzzle an edited version of the unleashed muzzle. The Body itself though is fully custom and made by me. The hands went through slight retopologizing and reshaping around the fingers to make them look less like balloons, and the soap shoes have details modelled into the mesh, which were originally done through normal maps.The light dash models are fully custom, utilizing defined vertex normals to ensure cleaner environment mapping.
As for textures, the soap shoes use the diffuse texture from sonic forces, while the body textures are hand drawn (except for the gloves, which used a wool texture as the base). I've exchanged the eye environment map with a higher quality one that i assembled from multiple matcaps and the eye texture itself was made by my friend @TBSF_YT.I exchanged the metal environment map of the light dash upgrades with a higher quality one, and used a simple green to white gradient as an environment texture for the glow. The solid part of the upgrade is drawn by hand, which admittedly looks a little bland, as i am no professional texture artist.
About the mod itself; Right now it only replaces the basic Character model and the light dash upgrades and all textures that those models use. The mod also removes the LoD models used for Sonic, which would usually swap out with the main model if the character is 150 units far away from the camera. More features, such as HD models for the other upgrades or other related models (such as the jump ball) might be added in the future.The only type of problem comes with a few cutscenes: Most cutscenes have their own model with their own textures for sonic, but some just replace the head and hands and leave the ingame models and textures, which will ultimatively lead to some glitched looking cutscenes (like the cutscene right before sonic fights 'f-6t big foot').
Blender is a 3D computer graphics software product used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games. Blenders features include 3D modeling, UV unwrapping, texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation, sculpting, animating, match moving, camera tracking, rendering, video editing and compositing. Alongside the modelling features it also has an integrated game engine. 041b061a72