Once I had applied the textures back to blender’s shader editor, connecting and adding to any necessary nodes, I started the same process to texture the prop with a wooden texture, and as an extra detail, gave it a dirt floor to produce a sort of scene when posing it, tying it all together by adding the dirt textures onto the character’s clothes and skin.

With all textures and model ready, I went ahead to start putting the armature, which I edited  to fit the anatomy and use of the prop added later. Using the image of an armature used on horse 3D models as reference for the unusual leg anatomy I used, this way, the le would have working joints to use on the posing.

 

Although properly set, the automatic weights set onto the parented armature and body were affecting the clothing areas and deforming them as I rotated the bones. After some quick research to understand better how to set a proper area to allow a good stretch and maintain as much as I could without many weird bumps. I then set the armature view port data to stick so I had a good view of the areas being affected without much obstruction. After I had edited the influence of the armature on the stretching of the other parented objects I used a reference image of a monkey god to help visualise the pose I would use. The clothing however needed more stretch in some areas to follow the pose, I failed to notice this mistake before I applied the armature which caused the open area between the torso and lower body to be exposed. I finished the rest of the details such as sculpting the mouth closed as it was on my original drawing.

I organised my materials to be uploaded and as I had worked on them separately I now had lots of maps for each, that caused Sketchfab to have problems adjusting each of the textures onto the nodes they where previously connected to. As I manually adjusted the textures back into some of them It slightly changed to how it was shown when on substance or blender.

Selecting forest light mode and a orange-ish spotlight I tried to simulate the ambient light and shadows found in almost all scenes in the first Hotel Transylvania movie.

Although the many mistakes I made along the building of this model I am very happy with how it came out and I have learned to used the software a lot more confidently after the completion of this project.

Leave a Reply

Your email address will not be published. Required fields are marked *