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 modeling characters in Blender, it is recommended to set the focal length at about 150mm.
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 Character models for games often create tousled hair. Extrusion method hair modeling is recommended for tousled hair
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.
Toha's Tips Modeling hair, both long and short, is hard! The type of difficulty is a little different.
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 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 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 Blender Alt+D is a link duplicator (like instance copy), and all duplicated objects can be edited together.
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 hand-drawing textures, use the UV image output from the UV placement export as a guide for drawing the texture.
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 Unless there is a special reason, it is safe to make character models in realistic scale.
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 The wrists are positioned at the crotch and the elbows are positioned at the waist, as is usually the case with the human body and character models.
Toha's Tips When the mirror modifier mirrors to a strange position, reset the object origin position to zero.
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 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 I want to align the size ratio of the UVs that are scattered by averaging the UV islands when I expand the UVs in Blender.
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 Reason of don't use a halved sphere object as the base of the hair model when modeling 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!
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