One of the reasons they pushed 3 back from the normal release schedule was to fit Cycles X in.Huh, so Cycles X is going to be on 3? That's faster than I expected.
One of the reasons they pushed 3 back from the normal release schedule was to fit Cycles X in.Huh, so Cycles X is going to be on 3? That's faster than I expected.
Hello, i was wondering if anyone had any good resources, tips, tutorials, etc. To start doing character modelling, beginner level? I tried a couple of times but i always get frustrated and don't get past the head.
I followed this tutorial from Darrin Lile. It's still on Blender 2.7 but he has an amazing soothing way of explaining principles and problems that creep up during character modellingHello, i was wondering if anyone had any good resources, tips, tutorials, etc. To start doing character modelling, beginner level? I tried a couple of times but i always get frustrated and don't get past the head.
Character modelling, especially realistic humans, is really hard. Getting frustrated is normal but remember every mistake, if you recognize it, is progress.
As with anything modelling/sculpting related, don't rush into detailing too quickly, try to shoot for 3 or 4 passes of detail. The first one is over proportions, using mostly primitives build the shape, then go for landmarks> where the eyes are placed, where the ears are placed etc. Then do a few detail paces and keep the resolution as low as you can while still getting the look you want for as long as you can.
Use Reference! It isn't cheating, it isn't copying, and it will help you see the things (anatomically) that you just have stored to memory yet.
I followed this tutorial from Darrin Lile. It's still on Blender 2.7 but he has an amazing soothing way of explaining principles and problems that creep up during character modelling
https://www.youtube.com/watch?v=0QT1GNMevfc&list=PLyelx0TsmSpcnM61Z2XLrs1sInsQvdfl0
The most important thing about character modelling is topology. Even if you're not planning on animating it, good understanding of the needed topology will help immensely. Also at the start: keep it as low poly as possible.Thank you both for the advice/tutorial! Yeah, it's easy to get frustrated, it feels like learning to draw all over again but i do think after multiple attempts at a head i was going quicker and slightly better so that's a positive :).
The most important thing about character modelling is topology. Even if you're not planning on animating it, good understanding of the needed topology will help immensely. Also at the start: keep it as low poly as possible.
Speed comes with experience, always.
I am currently looking into learning rigging and animation and it's quite the challenge. Takes me forever to just set up good weight paints.
Depends on what workflow you favour. I agree that sculpt and retopo is the way to go for production assets. But as an exercise topology teaches you a lot more about structure and geometry of faces/bodies than sculpting.Topology is way low down in the line for character modelling in my opinion. If your just starting out then you shouldn't be worrying about topology at all. You should just learning sculpting tools and anatomy and just getting something that vaguelly resembles a human or animal.
Although maybe the poster doesn't want character modelling and is more interested in low poly modelling, I noticed the tutorial is really old.
Depends on what workflow you favour. I agree that sculpt and retopo is the way to go for production assets. But as an exercise topology teaches you a lot more about structure and geometry of faces/bodies than sculpting.
The tutorial might be old, but the principles of good topology are still applicable. Even when doing retopo it's imperative to understand topology else your edgeflow will turn into a mess.
If you just want to do quick design work without worrying about animation you can just use makehuman or daz for a base mesh and then sculpt the rest
The thing with verts modelling is that it forces you to really think about shape. It's harder and more time consuming, but it is a great learning exercise that can help you understand proportions and anatomy better than sculpting. Organic modelling ofc is done primarily with sculpt/retopo workflows these days. But you can see with a lot of people starting out with sculpting, that they get lost in detail rather than first focusing on basic shapes and volume.Yeah I don't know I thought organic character modelling was done mostly in sculpting apps like zbrush, 3dcoat, etc. Personally I'd even do low poly characters in a sculpting app, it's more fun than pulling verts around and easier to get it into those forms I feel, and then retopo after.
Getting the proportions and anatomy correct is more important than topology flow to start with I think.
Yeah, but it doesn't get posted in very often.
Might wanna also make it an OT since that's what we've been using this one as for the past 2 years.I was planning on making a new thread on it, mainly because it's been 21 years since 2.xx
got a new thread up here. let me know if there's anything to addMight wanna also make it an OT since that's what we've been using this one as for the past 2 years.