Water Woman One
Uploader Comments (zincChameleon)
All Comments (9)
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Nice tits
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thats really cool. nuff said!
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how about a tut on how you did this. I have been trying to make a silver surfer type character for months now.
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whoa
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Now all you need to do is make her into a liquid simulation.
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What's about "splitting mesh by material"? - that, combined with the outliner, should make it simple to remove unwanted parts. You only have to join the mesh of the head with the mesh of the body, afterwards.
Also interesting is the collada ex- and import: the pose gets reset but therefore, you have a more or less full featured skeleton :) (the skull isn't perfectly detailed. For exampe, the auditory canal is missing...)
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I hope that helps.
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Ahh I see now that I've tried it. With a little experimentation, I found a good method was to take the head seperately, look up through the neck, turn on edit visible, set it to face select mode rather than verticie select, and use the brush select tool (hit b twice, mouse scroll wheel to size) to select the faces. Did it in around five minutes.
The problem is that I was inside the head, and I needed to remove the mouth cavity and gums, which is the same material as the rest of the head. In my latest, I had to remove a fair bit of the nostril cavity, but I still didn't get it all. I haven't tried the Collada stuff yet; I'm focussing on weight painting and fluid simulation for my Water Woman right now.
zincChameleon 4 years ago
Why did it take so long to remove the extra face areas?
Yakshinian 4 years ago
The problem is in the export of the .obj (Maya format) file to Blender. Although teeth and gums are separate objects in the file, the mouth cavity and gums are not. Therefore, I placed the head object in a separate .blend file, turned it upside, went to Vertex Edit mode, and proceded to delete all the vertices that created the mouth cavity and gums. Virtual dental surgery!
zincChameleon 4 years ago