• New standard 3D body
  • Posted on May 01, 2012
  • My intent is to use this body as a starting point for male characters. It’s made without reference images by first box modeling the head and then extruding down the torso and then the rest of the body. The hands and ears are my standard parts from before.

    I use Blender to model in 3D.

  • Captain America in 3D WIP01
  • Posted on April 09, 2012
  • This is Daz Studio renders of the project I’m working on. Lots of tweaks to get the body and face right are still needed and I’m thinking of actually sculpting/building his mask on his face instead of just painting it on. Anyhow, when he is finished I want Captain America to have a Comic Book look with the colors and everything. The goal a classic look on the character.

    I’m happy about most things in this front view, but the head is not one of them and the boots needs some tweaking.

    The fingers does not look good in this view and I’m going to tweak the legs. The boots also look wrong.

    Butt and hands needs some work in this view. Anything else?

    The face looks to round yet, but it ain’t as easy to see in Blender for me as in Daz Studio, but I will probably work it out. The hands are from the previous post.

  • Hand model in Blender
  • Posted on April 07, 2012
  • This is a basic hand I’m modeling in Blender. My intent is to keep the polycount low and to use the hand in many character models with some tweaking to better fit to the character. I used a image (stock) I found on the Internet for basic shape and took it from there with my own hands as main reference for help.


    Now: 486 vertices, 974 edges, 489 faces. Smoothing activated, no subdivision active.

    I will tweak the hand some more before I use it in one model I’m working on.


  • Low Poly Male Super Hero
  • Posted on April 01, 2012
  • I’m not sure which Super Hero I will model yet, but I think it will be a Marvel one. I will try to really hold it to basic shapes and add in details in painting/textures. More updates later.

  • Modeling a Girl Body 03
  • Posted on March 31, 2012
  • Third update on this project. I have added smoothing, so less subdivision is needed for a smooth body. The body at it’s base is also has less pointy edges and better anatomy. The real addition is eyes.  Now the images are captured within Blender. Enjoy!

    Over 6000 faces in the model.

  • Modeling a Girl Body 02
  • Posted on March 18, 2012
  • This is a update to the Girl model I made in the last post. Now she has a new head, new better hands and I have created toes on the feet. I have exported the model from Blender to Daz Studio and there I rendered the images under here. I even tried my hands on rigging the body, but the movements of the body was wrong and it deformed the body. But I will try my hands on rigging it again.

    Now to adding details to the ears, adding eye globes and fixing details on the body and anatomy.

  • Modeling a Girl Body 01
  • Posted on March 13, 2012
  • This is my first successful try on modeling a body and second try in total. It’s far from done yet, but I think it looks promising.

    In the first image you can see two views of the body in it’s basic form. Click on the images to enlarge them a bit.

    I wanted to see more of how it will look when it’s finished so I added a subdivision modifier set at 2X for the body and 3X for the head. Subdivision of all the faces (1 face=1 flat area) makes everything a lot more smooth and to my surprise I found areas that needed work I did not think about. But on the other hand there are a lot to be done that knew about before. The head as it looks is not a part of the body yet, it’s just placed about where it will be when I’m ready to attach it to the body.

    Now I have a lot to fix and a head to make ready (that will take some time). Then in subdivided form I will sculpt the body parts to add a definition to muscle areas and other areas. And even later it will be time to start rigging the body as in making it movable and poseable, creating some clothes and so on.

  • Head modeling with Blender
  • Posted on March 12, 2012
  • Well, I got stuck on modeling the head base mesh from the previous post into something more detailed. Maybe now I can go on to model a low poly body with the new things I have learned.

  • 3D with Blender
  • Posted on March 10, 2012
  • I have started learning Blender as it is the best free 3D modeling software out there. I have not gotten past the GUI before and I was not certain I would do it this time either. But I forced myself to read and watch video tutorials on the GUI, basic tools and some modeling tutorials. Navigation and other important tools seems to be mostly or only keyboard and mouse driven (as in no button to press or very hard to find in the program). To get past this and getting myself a more easy and fast way to work I have mapped some tools and functions to my Wacom Intuos 4L drawing tablet and pen. Now the navigation is mostly done by the pen.

    Now I’m modeling a head base mesh for future use and the next I will try my hands on will be low poly body modeling. In the future I will try to blend 3D with drawing and painting to create more living digital art!