Monthly Archives: August 2008

As I wrote in the last post, I changed the topology of the head a bit to support the hair and eyebrows by the geometry, so I had to re-texture the model. I think the hair looks much better now. Here’s a new screenshot:

I started a new female character model and just finished the first version of the head last weekend, including texturing. Though I am a big fan of Blender’s particle hair simulation, I decided to just stick to polygon hair for now. The hair is not supported by the geometry yet, but it’s a start.

After some feedback from guys from the BlenderArtist forums, I applied some modifications to the model. The eyes have been moved a bit upward. The lips got an extra edgeloop, and the crease flowing down from the nostrils is now flowing a bit further down.

In addition, I decided to incorporate hairs and eyebrows into the geometry, but haven’t re-textured the model yet.

Although I didn’t change them, I decided to record the settings for the eyeballs. The eyeballs consist of a transparent outer sphere, and an inner sphere to hold the actual eye textures.

I just modeled an old Spitfire plane for fun and decided this time I was trying to find good uses for bump maps. As it turned out, bump maps are not unly useful for rivets on the fuselage. In this particular model, they also help to give some detail to the rudder, see image below.