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Vivi in 3D (low-poly, PART 1)

The first part of the series of pictures on how I model my favourite OC Rabbit, Vivi. It's a work in progress.

The 2D reference model. Yeah, it seems quite weird, but this is what I had to work with when modelling.

The 2D reference model. Yeah, it seems quite weird, but this is what I had to work with when modelling.

The basic rejected model. Okay, I said that this is supposed to be a LOW-poly model. This is now used as a reference point in a single layer.

The basic rejected model. Okay, I said that this is supposed to be a LOW-poly model. This is now used as a reference point in a single layer.

The backside of the bunny reference. Complete with tail. Although, I never put hair on her...

The backside of the bunny reference. Complete with tail. Although, I never put hair on her...

The reference on Viv's hair. These are several different designs on Vivi, because I don't really have a distinct artstyle. It's a mad mix of many. Fun fact: The first incarnation of Vivi (not pictured) is inspired by Vibri from a PS1 game, Vib-Ribbon.

The reference on Viv's hair. These are several different designs on Vivi, because I don't really have a distinct artstyle. It's a mad mix of many. Fun fact: The first incarnation of Vivi (not pictured) is inspired by Vibri from a PS1 game, Vib-Ribbon.

Vivi in low-polygons. That's better, even though I had to remodel her. The hair is a nightmare though.

Vivi in low-polygons. That's better, even though I had to remodel her. The hair is a nightmare though.

The backside, with said WIP hair, and low-poly tail, which is actually the hi-poly tail, but decimated to a degree.

The backside, with said WIP hair, and low-poly tail, which is actually the hi-poly tail, but decimated to a degree.

Viv's model as of now (11-18-17). I have a long, LOOONG way to go, because I haven't rigged her, add her sword, and other things like textures.

Viv's model as of now (11-18-17). I have a long, LOOONG way to go, because I haven't rigged her, add her sword, and other things like textures.

Speaking of textures, I've studied through various video game models and how their texture mapping works. The models sometimes have separate parts as an old way of rigging. Fascinating. Plus, some came with several texture files.

Speaking of textures, I've studied through various video game models and how their texture mapping works. The models sometimes have separate parts as an old way of rigging. Fascinating. Plus, some came with several texture files.

I've reduced the poly count a little. Sorry for the weird aspect ratio, but this is an odd technique I've made. I'm doing vertex paint, but I'm using a fan-made Re-Volt plugin which is a million times easier to use.

I've reduced the poly count a little. Sorry for the weird aspect ratio, but this is an odd technique I've made. I'm doing vertex paint, but I'm using a fan-made Re-Volt plugin which is a million times easier to use.

One of the many, MANY faces of Vivi. It took me all day yesterday to get it right. The first one looks like she's traumatized, the second is like an Akira character, the third is too moe, and the last is a "close enough" fit.

One of the many, MANY faces of Vivi. It took me all day yesterday to get it right. The first one looks like she's traumatized, the second is like an Akira character, the third is too moe, and the last is a "close enough" fit.

Vivi fully textured... But not fully vertex painted. It took me all day (11-21-17), to deal with this little problem which I like to call "Blacked." It happened to Vivi's pretty little face, and legs... Somehow. It's not long after I figured out...

Vivi fully textured... But not fully vertex painted. It took me all day (11-21-17), to deal with this little problem which I like to call "Blacked." It happened to Vivi's pretty little face, and legs... Somehow. It's not long after I figured out...

...That if I set a vertex in pure black, there's a good chance the entire thing is now blacked. Anyways, the pic here is a texture error. Looks kinda cool, that way, and don't know how I did it.

...That if I set a vertex in pure black, there's a good chance the entire thing is now blacked. Anyways, the pic here is a texture error. Looks kinda cool, that way, and don't know how I did it.

Updated textures and I've made her slightly shorter. (11-23-17)

Updated textures and I've made her slightly shorter. (11-23-17)

The back side in case you're wondering. On the technical side, there's 875 Faces & 919 Tris on Vivi, in 7 separate objects.

The back side in case you're wondering. On the technical side, there's 875 Faces & 919 Tris on Vivi, in 7 separate objects.

I've shaved her down to 899 Tris, updated textures, material shading, and implemented a sword with 54 Tris.

I've shaved her down to 899 Tris, updated textures, material shading, and implemented a sword with 54 Tris.

The back side. Her tail needs work, though.

The back side. Her tail needs work, though.

Nov. 25th, now with textured sword, sheathe, and some new lighting.

Nov. 25th, now with textured sword, sheathe, and some new lighting.

Nov. 26th. Vivi is now rigged, and here's a simple idle animation. The back will be uploaded, tomorrow.

Nov. 26th. Vivi is now rigged, and here's a simple idle animation. The back will be uploaded, tomorrow.

Vivi's back side, as I promised. The entire 60 frames of animation took me over an hour & a half to render. Also, I used a better GIF converter this time.

Vivi's back side, as I promised. The entire 60 frames of animation took me over an hour & a half to render. Also, I used a better GIF converter this time.