Work in progress: A female character with a ponytail in the shape of Japanese kanji "Otsu". Modeling and rendering were done by Blender together with the Freestyle NPR renderer.

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  • Manda 9 months ago
    1おつです。
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  • fedb 9 months ago
    warota
    上手いっす
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  • T.K. 9 months ago
    ありがとうございます (^^)
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  • nyodude 8 months ago
    "otsu" means "yo" or "what's up" doesn't it?
    Kagami's standard greeting.
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  • T.K. 8 months ago
    Hi nyodude, thanks for your interest. AFAIK, "otsu" is not related to Kagami at all. "Otsu" (乙) is a Japanese slang that roughly corresponds to "thx" in English. The phrase is a shortened form of an ordinary greeting "otsukaresama" (お疲れ様) to show your appreciation to someone's laborious work. You may notice that the slang is written in a different kanji character from those used for the original greeting. This is an example of phonetic substitution (i.e. to use kanji characters as phonetic symbols without taking their literal meanings into account) that is very common in written Japanese slangs.

    By the way, you have correctly recognized the female character as Kagami, probably because you know a piece of Japanese ASCII art this 3D model is intended to imitate. It seems that the imitation is successful -- that's a great reward for me. Thanks! ;)
  • nyodude 7 months ago
    You should be very proud of yourself ^_^

    I can only dream of creating such a brilliant 3D replica of an anime character. Sadly my skills in Blender are no better than they were the last time I posted on one of your videos.

    A very novice question: How do I change the polygon count in Blender?
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  • T.K. 7 months ago
    Hi nyodude, thanks for the comment. BTW, I don't get the question. What do you mean by changing the polygon count?
  • nyodude 7 months ago
    Sorry, my grammar isn't always at it's best. ;P

    On one of your other videos (Japanese Anime-like rendering with Blender/Freestyle) I asked you how I could achieve a smooth model like the one you made, and you told me to start by creating a model with a low polygon count. The problem is, I don't know how to modify polygons to my exact specifications, I've just been working with whatever the default settings were.

    I hope this makes a little more sense ^_^
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  • T.K. 7 months ago
    Hi nyodude, I don't know exactly what the difficulties you are facing are, so all I can suggest would be something general. I guess you have trouble with mesh editing, right? To freely refine the meshes to the extent you get satisfied with, you need to use those tools in the Edit mode such as Extrude (E), Loop Cut (Ctrl-R), Knife (K), Split (V) and Merge (W 5). You may have to get used to mesh editing with these tools. This requires a lot of practice and may take a while, but I am pretty sure that you will be able to get accustomed with mesh editing in the end if you have good enough passion for 3D modeling in Blender.

    Have you seen beginners tutorials that explain how to edit meshes in Blender? If you haven't, I would recommend to start with online tutorials including those in the Blender documentation:
    wiki.blender.org/index.php/Doc:Manual/Your_First_Animation
    wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation
    When I was a beginner, I went through the first tutorial to reproduce Gus the Gingerbread Man. I also like a modeling tutorial in Tony Mullen's "Introducing Character Animation with Blender":
    amazon.com/dp/0470102608/

    All these tutorials deal with mesh editing with the SubSurf modifier, which is an indispensable functionality if you want to get smooth surfaces like those found in my models. Just try to model a 3D figure with the SubSurf modifier in the ways the tutorials describe. When I was a beginner, however, meshes with the SubSurf modifier appeared difficult to manipulate. I scratched my head so many times because I was not able to reshape the subsurfaced meshes as I wanted. The irritation at that time was totally a mess. I would say that subsurfaced mesh editing is less intuitive and may pose a lot of trouble to beginners.

    That is why in my post you referred to, I recommended to start with a 3D model without the SubSurf modifier and with a very low polygon count. Without the SubSurf modifier, you will get sharp (not smooth) surfaces, but you will find it relatively easier to manipulate meshes as you want. You can divide the meshes as many times as you want in order to get smoother surfaces (although they are still sharp if you closely look at them), but be careful: too fine meshes may make editing too laborious. So try to "approximate" the ideal shapes with sharp meshes with as a low polygon count as possible. You will appreciate the ability to approximate 3D shapes with a small number of polygons when you move on to modeling with the SubSurf modifier. Approximation with a low polygon count will keep subsurfaced mesh editing managable. The SubSurf modifier can be switched off during mesh editing, and doing so will help you check if the sharp meshes constitute a good approximation of the ideal shapes even without the SubSurf modifier. I believe this is a practical quality criterion for subsurfaced meshes.

    I hope this helps. Good luck!
  • nyodude 7 months ago
    Thank you.

    That was my original problem when I started, I tried to smooth out my model by overusing the subsurf modifier. It had very little effect on the model and it slowed down my computer.
    I'll give it a try without subsufing for now and work my way there in time.
    Thanks again for all of your help ^_^
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