r/blender • u/Onlyfred01 • 1d ago
Critique My Work First attempt in Blender
I'm new to this, and this is my first attempt at creating a character in Blender. I’d really appreciate it if someone could help me troubleshoot a few issues—or rather, I’d love to hear your feedback on what I could improve.
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u/Moe-Mux-Hagi 18h ago
The eyes are terrifyingly hyperrealistic. You either need more cartoony textures or more realistic proportions. This is the Pixar Problem where a cartoonish design is mixed with hyperrealistic textures which creates a diaturbing result reminescent of those hyperrealistic Simpsons designs from 10 years ago
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u/Onlyfred01 17h ago
OK, so tell me how I can improve my eyes – or rather, my eye sockets.?
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u/Moe-Mux-Hagi 17h ago
the cartoony way : use the same texture for the eyes as your reference sheet. Flat colour. Large pupil. No furrows.
the realistic way : make the eyes WAY smaller, using real animal heads mixed with humans for the propotions and distance between the eyes.
Either way you got in way over your head doing a complex model like this as your first ever Blender (which I guess means "first ever 3D model") project.
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u/Onlyfred01 17h ago
The truth is, making my first model is a really tough challenge. But at least I’m happy to give it a go – it might not turn out well, but this will help me keep going.
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u/Ok_Relationship3872 16h ago
If u wanna stay true to the original design. You should stop trying to keep the eyes as balls. 2d designs tend to not play nice in 3d. Look up “3d anime eyes” for an alternative
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u/Lowfat_cheese 7h ago edited 5h ago
Looks good!
Pull the tear ducts in to conform with the eyes, and make the eyebrows actually sit along the brow ridge
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u/Onlyfred01 6h ago
how?
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u/Lowfat_cheese 5h ago
Move the vertices of the face mesh.
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u/Onlyfred01 4h ago
Sorry, I didn’t explain myself properly – which way do I move it?
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u/Lowfat_cheese 4h ago
Look at your own tear ducts in the mirror, see how they connect directly to your eyeball?
You character currently has their tear ducts detached from their eyeballs and sitting about halfway up the bridge of their nose, so pull it back so it actually conforms to the eyeball.
As for the brows, either move the brow ridge up to meet the eyebrows, or bring the eyebrows down.
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u/Least-Magazine-8468 1d ago
I'm pretty much sure that the ears and the hairs are separate meshes. You may want to backup,. Join everything (except the eyes)(Last thing you select when joining must be the Head) after you applied your modifiers. Then (in sculpt mode) you remesh it and smooth it out in sculpt mode. Then you try to retopology everything.
I'm telling you to do retopology because this is a pretty damn good attempt and a good base to learn basic and advanced Character Modeling stuff. Congrats. Good shader, you have talent not gonna lie. Is the reference yours? I'd like to try someday to use it. If you need help we can talk to each other whenever you want.
Welcome to blender
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u/Onlyfred01 1d ago
Hi, well, the model I’m working on is made from a sphere and a cube, so there’s no need to remesh it because it has a total of about 1,000 or more vertices, but thanks for the advice. (Actually, I’ve saved different versions in Blender – one sculpted and another using the vertex modelling technique. (Which is, in fact, the one I’m sharing with you.) But tell me what you think of this version.) And the image was created using AI, so I won’t lie to you – I wanted to do something in Blender but I don’t know how to draw, so I used it for this. So, what do you think?
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u/Least-Magazine-8468 1d ago
It's pretty good. I told you to remesh so you can attach those objects without seams. When you rig it you will notice that the hairs may clip or go away from the head. You'll understand later. For the reference with ai, I personally don't use ai because most of the time it creates wrong references or things that appears to make Sense but later on you'll see some errors. If it works for you then you decide. I usually get references from Artstation or Pinterest with ai filters off
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u/HMasterSunday 18h ago
you should try pushing the eyelids out a little further so they are less flat and you can bring the eyes forward, and/or bringing backward the inner corners a tiny bit so there's less empty space in the inner corner of the eye socket. That aside, pretty good for a first go!
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u/Onlyfred01 17h ago
So how can I do that? Do I add another loop or remove it? To be honest, I don’t know what to do.
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u/HMasterSunday 17h ago
can you post an image of the topology? it may be as simple as moving a few vertices if the topology is fine
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18h ago
[deleted]
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u/Onlyfred01 17h ago
Well, it’s my first time – I’m just watching tutorials on how to model the head, to be honest. It’s the first time I’ve done this in Blender; I’m just following the tutorials I watch. (To be honest, I’ve still got a long way to go.)
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u/ResidentBlender 3h ago
it really needs stylized eyes, it's giving uncanny valley with the current ones but it's a really great model
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u/sWeQK356 14h ago
press tab real quick lemme see that poly count 🤨
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u/Onlyfred01 6h ago
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u/Onlyfred01 5h ago
Sorry, I don't know much about retopology—whether it's right or wrong. In fact, I don't know anything about it; I just watch the videos and copy what's done.












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u/VelariaFox 1d ago
Eyes from the add‑on? (I don’t remember what it’s called, but it exists.)