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Been working on this jackal mesh little by little on Zbrush while I get used to blender. bottom most image is an attempt at a simple sloppy pose done without a rig (I just moved the mesh around a bit) to see how viable a semi-anthro mesh is as a character model you can actually rig.

The way the forward swept shoulder blades are placed makes the range of motion kinda wonky and its easy to get ugly clipping polygons. The butt seems to pose rather nicely though. My biggist fear is that I work on this model, texture all the fur in blender only to have a stiff realistic looking render that you can't even pose, but Im sure that's a silly thought.  pose on the bottom is pretty half assed and its not too bad.

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BlackTH

Blender's UI can be a bit daunting at first, but once you figure out where everything you need is, you'll love it! Don't worry about stiffness yet, I think it depends on how you'll rig and pose it afterwards. I've read about ppl creating "anatomically incorrect" bones to give animators more freedom. One thing's for sure: Shoulders are complicated, that's what you'll usually hear from anyone creating humanoid models... and that's quite a big booty! How does it look from behind?

Cosmiclifepinups

I have yet to model the delicate parts :> going to sculpt her bum and fanny as part of the bodies mesh soon!

Anonymous

Will this be compatible with Daz Studio?

Cosmiclifepinups

Well right now I plan to work on all the UV maps and textures in Zbrush and export them to whatever program I want to use for rigging and fur. that program is blender. when the model is rigged in blender however im not really sure how I would export them to any other pragram.