top of page
Search

Ling Xiaoyu Character Model

  • Writer: Eileen Lingad
    Eileen Lingad
  • Feb 18, 2022
  • 6 min read

Updated: Aug 12, 2022

This is my second time creating another female character in Blender. I had to redo the head because of too many extrusions.

This is a work in progress of the head and neck in Edit Mode.


This is also my second time doing hair again.

I selected the vertices and used Ctrl T to turn it into a curl to match the reference.

Here is the work in progress of the hair strands I made in Blender and realized that it's too curly.

This is an update of the hair I had to redo so it will be less curly for my female character.

This is the screenshot of a second hair strand I worked on, but it got lost. So. I had to redo it again.

Here is an work in progress of the second hair strand I had to redo together with the other hair strand. I also did some adjustments so it won't intersect.

Here is also an update of the hair strands where I selected the vertices from the second hair strand and moved it to the left. I selected the two hair strands in Object Mode and used Ctrl J to join them together. I was able to use the Auto Mirror to select the hair strands to the other side. Before I move the hair strands, I went to the Options menu tab and put a checkmark on the Origins tab. I also used the move tool to move the origin point to the center of my female character. I duplicated the hair strands with Shift D, move it to the other side and rotated to -180 degrees in the X camera.

This is a screenshot of the front bangs I'm currently working on.

Here is an update on the front bangs. I took the second bang in Edit mode and moved the vertices around to match the reference. I also scaled some vertices bigger. I'm already starting on the third bang from the other side.

Here is another update of the hair strands in Blender. I took one of the hair strands and adjusted the vertices around to make it fatter. I also duplicated one bang with Shift D and put it on the other side. Then, I take some vertices and used G, Y to move it as close to the head. There was an issue with the faces being flipped so I went to the down arrow on the Overlays and clicked on Face Recognition. I also selected all the body and hair, went to Edit Mode and used Shift N to flip the faces from red to blue.

This is a screenshot of the head cap I used to cover with the rest of the hair. I moved the vertices from the back to make it rounder while using Proportional Editing in Edit Mode.

Here is a work in progress of the body on a 3/4 view. The bracelets are finished by using a torus shape and rotating it in an angle . In order for me to put it to the other side, I have to put the origin point in the center by going to the down arrow on the Options menu and put a checkmark on the Origins next to the Transforms box before adding a Auto mirror in the X camera, but without the Subdivision Surface Modifier. I got a lot more to do on my character before it's done.

This is an update on my character model in another 3/4 angle with the Subdivision Surface Modifier.

Here are the screenshots on part of the clothes I made for my female character:

I used a technique to make the shirt by selecting the faces on the body with the Circle tool from front to the back. Then, I made a duplicate with Shift D, right click to the original position and scale it with Alt S.

I also did the same thing with the skirt just like the shirt above.

I even used the same technique with the shoes too.

Here is a screenshot of the skirt and shoes together.

Here is what the character model looks like so far in 3/4 view. I realized that the shirt and skirt was a dress with shorts inside so I went to Face Mode and delete some faces from each side.. I went to the Snapping tool and changed from Increments to Vertex and also turned on the magnet tool.

This is the first time I'm modeling a hand on the cube with a reference photo. To be honest, modeling a hand without a reference was difficult.

Here is the upper body that is already unwrapped flat with marked seams.

Here are the unwrapped packed uvs for my character model.

This is another update of what the unwrapped model looks like so far on my character.

Here is a screenshot of the texturing process where I added the pink color to the bracelets and dress. I also used the same pink color for the shoes too.

Here is a work in progress where I used the peach color for part of the body.

Here is the update of the texturing process where I textured the head with the same peach color. I also added a little bit of the details on the dress.

This is the texture I'm using to texture paint the body, The only thing missing I forgot to add on there is the ears and bracelets. I unwrapped both of them and didn't packed the islands together with the rest of the body.

Here are the textures that I forgot to add to my blog with the rest of the body:

This texture here is the bracelets that goes to the wrists where the hands is.

This is the ears texture that goes on the sides of the face.

Here is an update of my character so far. The shoes are already textured that ties around the legs.

Here is the updated texture I'm currently using so far.

This is a screenshot of the head I had to remodel in Blender by following a tutorial that Gerardo sent me along with the reference photos.

These are the reference photos I'm using to model the head:

Front Ling

Side Ling

Here is the link to the tutorial I had to follow:

To be honest, it's a very long video to remodel the head in Blender. It may be challenging, but I will get used to it.


Here are the few screenshots of the progress so far:

This is the full head screenshot turned on the side in Edit Mode.

This is the eye mask screenshot I created in Edit Mode by using Wireframe and moved the vertices.

Here is also another screenshot where I added a sphere to the face for the eyeball.

Here is a work in progress where I'm still working on the eyes. I made a duplicate of the sphere with Shift D and did an Auto Mirror in the X axis. I also moved the vertices around in the eye mask.


Here is a work in progress of the face so far.

Here is an update on the mouth so far.

Here is another work in progress of the full face in wireframe while working in Edit Mode.


Here is an update of the mouth so far. I was able to grab a vertice from the side face and use GG to move it up. Then, I used the knife tool to make a cut from one vertice to another and selected an edge from Edge Select and dissolved the one edge in order for me to start on the mouth.

Here is another update of the mouth so far. I'm already making improvements so I had to move some vertices to edit the head also.


Here is another update of the nose so far. I was able to make a loop cut on the bottom of the chin area and I also selected the top edge and moved it a little bit to the right. Then, I selected the edges on the nose and pressed the F key to fill it in.

Here is another update of the nose so far. I was in Sculpt Mode to fix the position of the nose as close to the reference.

Here is also another update I forgot to add in the blog. I'm still working on the nose in Blender so far. It's been a while that I haven't been showing up during portfolios until last week.


This is the reference photo of one hand I'm using for my character.

Here is the reference photo of a female fighter from Tekken 5.

 
 
 

Comentários


bottom of page