Learning More Blender: Cloth Physics and Side Projects
- dcoleman97
- Sep 17, 2021
- 2 min read
For this week, I've been taking it a bit easier, but trying to learn some extra tricks and features of blender meanwhile. Two main things I wanted to try and learn were different modeling techniques to make sculpting faster, and alternative facial rigging that will both be easier to animate and be more compatible with a wider variety of applications.
To start with, I sculped a pretty basic mesh of a different anthropomorphic canine character I already had designed, and I probably won't spend as much time elaborating on the finer details of this, as I covered the basics of my process in my previous portfolio project.
Then, I used PIXXO 3D's clothing sewing tutorial to sew on some clothes for the base body mesh, which ended up saving SO much time compared to modeling the clothing by hand.
The model's hands aren't sculped here, which actually ended up being a huge pain in its own right, but was fixed later.
After repeating the process with the pants and adding the hands and tail, the basic sculpt is already done! Finished lightning quick compared to the previous model too.

Some initial rigging too, with an absolutely cursed pose to boot.
The weight painting was super easy already for the shirt because the cloth physics already made it match the contour of the body, meaning the body and shirt when painted the same follow the armature near flawlessly.

The overall plan with this model is to test clothing, new soft shading, and VR compatible rigging. I'd like to learn VR compatible rigging for independent commission work for VR chat avatars, which are some of the more consistent single commissions available for 3D modeling.
Just a short update this week, that's all for now!
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