

It was purely a case of creating spheres or cylinders and stretching those out using the move tool and enabling dynamesh to create a nice pleasing overall shape. I already had a base body which means I had the skin covered, the hair I basically used z-spheres and dynamesh to create all the hair thats in close proximity to her head. Panties ( + cute little bow which no one can see, but it makes me feel better knowing that its there )įrom that point, it basically becomes a task of systematically running through and deciding what would the fastest way of creating each piece.

Everyone seems to know how to make high poly sculpts!!!įirstly, I broke down all the important elements of Miku (its usually possible to do this via material skin, hair, metal, cloth etc etc ) In terms of a how did I reach this point, I think this is probably the least sorcerous part of creating any next generation character these days. Special thanks to Hai 'haikai' Phan and Herman openaneworld Ng for helping me out with a lot of super fine crits and tweaks for Miku! So I finally got the high polygon model for Miku done! Intervain: I seriously gave this a shot, how on earth do you control the number of segments or polygon density etc - I'm such a n00b!! Shrew81: Thanks man Ill have to try that!!


Mask_Salesman: Haha thanks man, yeah I didnt do any work to the limbs beyond transposing them into shape :P Purely an exercise, and I didnt want to spend the time yet to pushing everything right through to as far as I could. Scythe: Thanks for this man! Yeah!!! thats the plan pretty much a curved plane, with a few other pieces each to be individually controlled like the iris and pupil etc.
