Making Fourarms 3D model | LIVE!!! L2 | #ben10 #blender #live
Film & Animation
Introduction
In today's live stream, we returned to Blender to work on creating a model of Fourarms from the beloved series, Ben 10. While the initial model was made during the previous session, I've made some modifications to refine its shape and features. The goal for this session is to achieve a more realistic look that closely matches the reference material.
Refining the Model
To start, I made changes to the shoulder and arm positions to better align with the reference. I saved the project to ensure that no accidental loss of progress would occur. Using the clay brush, I focused on detailing the muscles to give the model a more pronounced, muscular appearance.
The detailing process is crucial, and it’s important to remember that it doesn’t need to be perfect at this stage. We can smooth it out later, and since textures will be applied afterward, the finer details don’t need to be hyper-realistic just yet.
Detail Work
As I continued to sculpt, I payed attention to the regularity of the muscles, attempting to emulate what is seen in human anatomy, even though Fourarms is a humanoid alien. It’s perfectly fine if the model differs slightly from the reference image, as long as it maintains a sense of believability.
After working on the torso, I moved to the forearms. The neck positioning was also adjusted, as the previous version had it too close to the head, which would hinder animation. To create the other arm, I utilized the functionality of duplicate and mirror to maintain symmetry while also making adjustments to ensure proper spacing and articulation for animation.
Final Integration
I then proceeded to combine all the separate parts into one mesh to simplify the detailing and smoothing process. This merge allows better cohesion in the model and makes it easier to apply further details. While smoothing the model, I ensured the joints remained visible enough to assist with later animation.
While sculpting the head, I aimed to capture an expression that fits the character—taking cues from the reference to create his unique features. This included a lack of nose and ears while allowing for exaggerated facial structures.
Clothing and Texture
Next, I began transitioning into clothing modeling. To craft a t-shirt for the character, I used masking techniques in sculpt mode to separate the clothing from the underlying body mesh, enabling me to detail the shirt’s contours accurately.
As the live stream neared its conclusion, I decided to test some materials and textures on the model to visualize how the final character would look in animation. The emphasis is always on achieving a realistic and dynamic appearance, especially when it comes to coloring and finishing touches.
Conclusion
The stream ended with reflections on the progress made and ideas for future sessions focusing on texturing and rigging. Engaging with the audience for feedback and suggestions made the experience enjoyable. These live streams provide a platform to share techniques and updates, and I look forward to more sessions to continuously improve our 3D models.
Keywords
Fourarms, 3D model, Blender, live stream, Ben 10, sculpting, detailing, textures, animation, character design, modeling, humanoid.
FAQ
Q: What software is used to create the Fourarms model?
A: The model is created using Blender.
Q: How do you ensure the model looks realistic?
A: By using reference materials for anatomy and focusing on detailed sculpting of the muscles and features.
Q: What techniques are used for creating clothing on the model?
A: Masking and the sculpt mode in Blender are used to separate clothing from the body and to add realistic detail.
Q: Will the live streams continue?
A: Yes, I plan to have more live streams focusing on texturing, rigging, and improving the 3D models.
Q: How can viewers interact or provide feedback during the stream?
A: Viewers can comment and ask questions in real-time during the live stream.