Toha's Tips The more polygons you have, the harder it is to model polygons, and the easier it is to organize the polygons you don't need.
Toha's Tips When making a character's hair, it is difficult to create the hair if the facial outline, eyes, nose, and mouth are not defined.
Toha's Tips Character models for games often create tousled hair. Extrusion method hair modeling is recommended for tousled hair
Toha's Tips Blender's UV expansion is weird if you don't apply the object's scale value -> scale to 1 before you do it!
Toha's Tips Reason of don't use a halved sphere object as the base of the hair model when modeling hair.
Toha's Tips It's not a matter of getting a nice topology right the first time, as long as you end up with a topology that makes sense.
Toha's Tips When you're modeling, it's easier if you divide the polygons while thinking about what to do with the texture at the end.
Toha's Tips When creating polygons for the back side of the skirt, the vertices are slightly shifted so that they are not in the same location as the front side.
Toha's Tips When hand-drawing textures, use the UV image output from the UV placement export as a guide for drawing the texture.
Toha's Tips The way to get the texture colors to come out as they are in Blender's rendering settings is to change the color management from Filmic to Standard!
Toha's Tips How to make the vertices of the soles of the character model stick to the ground in Blender~.
Toha's Tips When the mirror modifier mirrors to a strange position, reset the object origin position to zero.
Toha's Tips The 3D model, both for the character and the hair, is created with the four elements of proportion, volume, silhouette, and detail, which is the Toha style.
Toha's Tips How to open a face UV in Blender with a straight frontal view and put the drawing on the face as it is on the texture.
Toha's Tips It's impossible to make a 2D illustration and a 3D model match perfectly, and in the case of 3D, they must look good from all angles.
Toha's Tips 3D models of characters range from those for smartphone games to those for the pre-rendered video! Mixing them up can be confusing.
Toha's Tips How to use Blender's UV expansion add-on UVToolKit 2.0 to expand the skirt's UVs into a straight grid
Toha's Tips If you want to apply the same material to multiple objects at once in Blender, use Ctrl+L to create a link -> Material!
Toha's Tips There are two kinds of things you need to do to get better at making computer graphics, and one of them is "things you need to do by the numbers.
Toha's Tips Simple and standard way of splitting polygons for knee joints and such, which is common in low-poly character models.
Toha's Tips When creating a 3D model for work, it is safe to check with the client about anything that cannot be determined from the information in the reference materials alone.
Toha's Tips How to change the affected area in the operator panel after moving it using Blender's proportional editing.
Toha's Tips When making a difficult model, keep a copy of the finished model so you can proceed without fear of failure.
Toha's Tips The polygon's backside will be transparent! I want to fill in with front-facing polygons so that there are no strange gaps between objects.
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