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Pose Test - Kitty the Hedgehog

Pose Test - Kitty the Hedgehog

Pose Test - Kitty the Hedgehog by kittyshootingstar
Pose Test - Kitty the Hedgehog by kittyshootingstar


Just a quick pose to make sure I built all of the joints correctly. That's what's given me problems in the past, and I found a few things that need refinement, but overall it works pretty well. This also served as a rendering test to make sure the geometry would come through the smoothing process okay.

Slight postwork in Photoshop, mostly tweaking the lighting and adding the mouth.

General Info

General Info
Comments 9
Category Comics » Sonic the Hedgehog » Fan Characters (OC's) » Hedgehogs Media 3D modelling
Date Submitted Time Taken
Views 1192 Reference
Favorites... 6 Keywords , , , , ,
Vote Score 5 License Berne Convention


Comments (9)

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ShadowsGirlfriend1_0 on March 10, 2009, 10:53:11 AM

ShadowsGirlfriend1_0 on
ShadowsGirlfriend1_0HOLY...ahhh, I envy you so much XD That's amazingly well done. Have you made any 3-Dimesional backrounds? That would look really good with this!
I wish you good luck with modeling, not even God knows how much you'll need it lol

kittyshootingstar on March 10, 2009, 11:04:07 AM

kittyshootingstar on
kittyshootingstarI've done some basic environments with like walls and a table, and a test "Skybox" so far.

I'm also working on a 3d mockup of my dream room. which is going well.

Thanks for the support!

icekler on February 13, 2009, 6:24:55 AM

icekler on
Comment Deleted

kittyshootingstar on February 13, 2009, 9:48:59 AM

kittyshootingstar on
kittyshootingstarSo you got the texturing all worked out okay?

Well, with the joints, you make subdivisions on the cylinders.


Make 3 divisions. Select the edges, then press a number key. This will divide the edge into that many segments, up to 9. Select and connect vertexes until you get something like this:
| | |

This is one joint. There will need t be 3 divisions for each joint, so if I'm making an arm, I need 9, for the shoulder, elbow, and wrist.

as for posing it, here's how I do it:


the w's stay stationary, then you rotate the x's about half of the angle you want the limb to be at. (I can't do ASCII very well, so just try to envision it in your head and bear with me. if it's unclear, I can make a tutorial and/or send you a file demonstrating the steps) Then, move the x's into position again (since the rotation will have skewed it a little), then select both the y's and the x's and rotate the remaining amount. This gives you a nice, smooth joint with minimum distortion.

some things to look out for:
Try to make sure the length of the limb stays the same. It's easy to skew the proportions while moving the parts.

A properly bent joint will look something like this:

/ \/ \
/ /\ \
/ / \ \
/ / \ \

Other, more advanced programs such as Anim8or and Blender (both free, just google the names and you'll find them pretty easily) have "bones" that make posing a lot easier, but Wings is a pretty rudimentary modeler, so it doesn't support that.

If you need any more help, just say the word.

P.S. Hope the ASCII comes through all right. I don't do it that often, and I'm not sure if FAC is going to mess up the formatting.

kittyshootingstar on February 13, 2009, 9:55:44 AM

kittyshootingstar on
kittyshootingstar-_-+ It killed the ASCII...

Ignore the asterisks and you'll be fine.

Illustration 1:


Illustration 2:

Illustration 3:

Red is the subdivisions.

Hope it works this time!

ali32 on February 13, 2009, 2:17:22 AM

ali32 on
ali32AWESOME! I wish I could do that!

ShadzGirl on February 12, 2009, 11:08:56 PM

ShadzGirl on
ShadzGirlThat's just to cool>w<

Gadoink on February 12, 2009, 8:44:22 AM

Gadoink on

Falconlobo on February 12, 2009, 8:26:23 AM

Falconlobo on
Falconloboawesome nice style