Blender Character Creator v2.0 for Video Games Design
- Description
- Curriculum
- FAQ
- Reviews
Take your first steps to becoming a 3D character artist – learn everything from modelling to painting to animating the character. The course is the sequel to the highly popular Blender Character Creator course, enjoyed by 10s of thousands of students.
This course has been created using Blender 2.83 and is compatible with newer versions of Blender.
Whether you’re a beginner or more advanced, the experienced instructors will take you through every step of the process, ensuring that you aren’t just “copy and pasting” what you see, but learning the tools and developing your own creative process as you go.
For each concept taught this course includes a relevant challenge for you to implement yourself. You can follow along with the Ogre model used in the course, or create your own character using reference material or your own sketches.
The course will show you how to create a highly detailed, great looking character for your portfolio as well as turning that same character into an asset ready to be implemented into a video game engine.
The entire course is project-based, so you will apply your new skills immediately to real 3D models. All the project files will be included, as well as additional references and resources – you’ll never get stuck. There are talking-head videos, powerful diagrams, quality screencasts and more.
For each model you build, you will follow this process…
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Be challenged to build the entire model yourself.
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Be shown step-by-step how to build it.
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Apply your knowledge regularly.
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Encouraged and supported throughout your journey
You will get full lifetime access for a single one-off fee. If you’re a complete beginner, we’ll teach you all the modelling fundamentals you’ll need. If you’re an artist, we’ll teach you to truly bring your assets to life. If you’re a coder, we’ll teach you modelling and design principles.
All students have access to the Q&A where our Instructors, Teaching Assistants and Community are ready to help answer your questions and cheer on your success.
Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with thousands of other students.
Dive in now, you won’t be disappointed!
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1Welcome To The Course
In this video (objectives)…
Greetings and welcome. In this first section we are going to cover basic block modelling to make a very basic character.
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2Download & Install Blender
In this video (objectives)…
We'll be using Blender 2.83 in this course. We'll learn how to download an experimental version or regular version of Blender and get started with the software.
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3Blender Interface Introduction
In this video (objectives)…
A quick introduction to the Blender interface and main windows. We'll add some meshes to the scene and move, scale and rotate them.
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4Introduction To Edit Mode
In this video (objectives)…
Edit mode gives us access to moving the vertices, edges and faces of our creations. We'll block out a simple character with head, torso, hips, arms and legs and use edit mode to give it some shape.
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5Using Loop Cuts
In this video (objectives)…
Loop cuts are a great way to slowly build up detail and shape. We add curves and roundness to the arms and legs of our character.
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6Mirror Modifier
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7Extrude
In this video (objectives)…
Using the extrude tool to create new geometry. In this case we are making the hands for the character and tidying up some other parts of the model
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8Shader Editor
In this video (objectives)…
Using the shader editor to create materials for our objects. Colouring our model.
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9Community & Resources
In this video (objectives)…
How to get access to the resources we use in this course, how to ask questions, how to share work and how to connect with the community.
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10Section Intro - Blocking Out
In this video (objectives)…
Rick and Grant introduce this section
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11Reference & Background Images
In this video (objectives)…
Where to find good quality reference images and how to set them up with Pureref
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12Importing Background Images
In this video (objectives)…
Importing background images and placing them into the correct position. Using the outliner to organize our scene.
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13Blocking out the shape
In this video (objectives)…
Using basic cubes to block out the characters initial shape.
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14Subdivision Surface Modifier
In this video (objectives)…
using the subsurf modifier to make our character ready for sculpting.
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15Sculpting the Blocks
In this video (objectives)…
Sculpt our blocks into the characters shape by using the grab brush and symmetry tools.
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16Dyntopo Sculpting
In this video (objectives)…
Learning to use Dyntopo sculpt mode to add polygons whilst sculpting.
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17Dyntopo Sculpting - Body 1
In this video (objectives)…
Learning to use a few different brushes to add the first level of detail to your character
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18Dyntopo Sculpting Body 2
In this video (objectives)…
continue developing out character learning about some new brushes like the crease brush
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19Sculpting the Head
In this video (objectives)…
Now moving onto the head we sculpt with a bit more detail and learn how to combine the brushes more
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20Combining Objects
In this video (objectives)…
Learn how to combine your objects in 2 ways using Remesh and Bool Tools
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21Instructor Hangout#1
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22Section Intro - Detailed Sculpting
In this video (objectives)…
Rick and Grant introduce this section which is all about adding details with our sculpting
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23Mid Level Details - Body
In this video (objectives)…
Increase you knowledge and improve your skills in sculpting techniques along with sculpting the body of the orc.
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24Mid Level Details - Head
In this video (objectives)…
Learning and developing our skills with sculpting making a mid level detailed head
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25Mid Level Details - Horns
In this video (objectives)…
Learning to add teeth and horns to your characters using sculpting and subdivision surface modelling.
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26Using Alphas
In this video (objectives)…
Learning to use images as brushes to sculpt in interesting and strange skin details
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27Fine Details
In this video (objectives)…
Using the sculpting tools we have already learnt we will be sculpting the fine details of the character
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28Clothing & Armour - Belt
In this video (objectives)…
Using new modifier shrink wrap and solidify we can create basic clothing and armour
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29Clothing & Armour - Loin Cloth
In this video (objectives)…
Improving our box modelling skills by creating the loin cloth for the character. Then using the Shrinkwrap modifier to give it some bulk
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30Clothing & Armour - Buckle
In this video (objectives)…
Using basic box modelling with a single vertex to start with. we make the belt buckle.
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31Clothing & Armour - Shackle
In this video (objectives)…
Using the shrink wrap modifier again we make a shackle for the character
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32Clothing & Armour - Sculpting 1
In this video (objectives)…
Sculpting the loin cloth and belt using the multiresolution modifier without losing the base level detail
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33Clothing & Armour - Sculpting 2
In this video (objectives)…
Sculpting the shackle and buckle using the multiresolution modifier without losing the base level detail
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34Instructor Hangout - Detailed Sculpting
In this video (objectives)…
Grant and Rick discuss the detailed sculpting section including how to get better at understanding anatomy and how to create separate items such as armour
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35Section Intro - Retopology
In this video (objectives)…
Rick and Grant introduce this section which is all about retopology
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36Understanding Retopology
In this video (objectives)…
Develop an understanding for what retopology is and why it is important in the 3D artists workflow
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37Manual Retopology Demonstration
In this video (objectives)…
The demonstration shows the complexities of manual retopology to give you an understanding of the techniques that are involved and some idea around topology flow
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38Automatic Retopology
In this video (objectives)…
Learning how to automatically retopologize our character with the remesh options in Blender
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39Automatic Retopology 2
In this video (objectives)…
We learn how to tidy up the retopolgy we have done using the shrink wrap modifier and snapping tools
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40Automatic Retopology 3 - Tidy Up
In this video (objectives)…
We work on any shading glitches using the smooth vertex tools and the knife tool
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41Retopology - Small Items
In this video (objectives)…
Tidying up the retopology for the face using the knife tool and making adjustments
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42Retopology - Decimate
In this video (objectives)…
Using the decimate modifier to really quickly retopologise objects
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43Instructor Hangout - Retopology
In this video (objectives)…
Grant and Rick discuss some of the trickier aspects of Retopology and answer some questions which have come up in the community
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44Section Intro - Unwrapping
In this video (objectives)…
Rick and Grant introduce this section which is all about UV Unwrapping
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45Understanding UV Unwrapping
In this video (objectives)…
Create a shipping container by matching up the texture to the uvs of a box
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46Marking Seams
In this video (objectives)…
Start to unwrap our character by marking seams and unwrapping the belt and horn
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47Marking Seams 2
In this video (objectives)…
Completing the unwrapping process on the small items of the character
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48Unwrapping The Body
In this video (objectives)…
Unwrapping the orcs body with minimal stretching ready for texturing
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49Repair Stretching Problems
In this video (objectives)…
Using the stretch view in the UV image editor to check for any shading errors and triangulating our characters mesh to solve the problems
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50Unwrapping All Objects Together
In this video (objectives)…
Taking all the objects on the character and unwrapping them onto 1 uv map ready for texturing and baking
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51Instructor Hangout - Unwrapping
In this video (objectives)…
Rick and Grant discuss what we've been doing with the unwrapping section of the course
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52Section Intro - Baking
In this video (objectives)…
Rick and Grant give an overview of what to expect in the Baking section
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53Understanding baking & PBR
In this video (objectives)…
A guide to help us understand why we bake textures and how we use them for our materials
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54Baking the orcs body
In this video (objectives)…
baking the high detailed information form the high poly to the low poly in the form of a normal map texture
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55Baking the orcs body - cavity
In this video (objectives)…
Baking the high detailed information from the high poly to the low poly in the form of a cavity map
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56Baking the horns & teeth 1
In this video (objectives)…
Continue our understanding of normal maps and how you can bake onto the same maps by baking the horns and teeth
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57Baking the teeth & horns 2
In this video (objectives)…
baking the normals and cavity maps for the other horns and teeth
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58Baking multiresolution objects
In this video (objectives)…
Finishing backing of the multiresolution objects by making high poly and low poly duplicates
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59Instructor Hangout - Baking
In this video (objectives)…
Rick and Grant discuss the baking section and what we've learned
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60Blocking out colours
In this video (objectives)…
Blocking out the colours on our orc using the fill brush to give a colour to each different object
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61Orc Body Painting Basics
In this video (objectives)…
Painting the orc with some small details using the paint brush
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62Different Stroke Methods
In this video (objectives)…
Painting interesting characteristics onto our character using the stroke method in the brush settings
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63Metallic maps
In this video (objectives)…
Using the fill brush to paint the metallic area white so blender knows which areas to give a metallic look
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64Painting with stencils
In this video (objectives)…
Using textured stencils to create more realistic textures
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65Painting the roughness map
In this video (objectives)…
Painting the roughness texture to make some bits shiny and some bits rough
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67Introduction To Section 5
- Michael Introduces section 5
(Unique Video Reference: 1_HA_BCC)
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68Section 5 Outcome
In this video (objectives)…
- Understand what the sections objectives are
- How to toggle Quad View in the 3D Editor
After watching (learning outcomes)…
You will understand the purpose of the section, it's objectives and what you are about to do to accomplish them.
(Unique Video Reference: 2_HA_BCC)
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69Remember Your Reference Material
In this video (objectives)…
- Why reference material is important
- Look at various ways of obtaining reference material
Keywords: "reference, profile"
After watching (learning outcomes)…
Understand why reference material is important in animation. Be comfortable with how to get your reference material
(Unique Video Reference: 3_HA_BCC)
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70Quick Editing A Video In Blender
In this video (objectives)…
- Import a Video that is too long into Blender
- Cut the Video to a suitable size
- Export to a new video file
- Adjust memory allocation for video information
After watching (learning outcomes)…
Be able to cut out a section of video the appropriate length Export the edited video. Understand there are better tools, but this will do.
(Unique Video Reference: 4_HA_BCC)
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71Using Reference Video In Blender
In this video (objectives)…
- How to import a movie file into Blender
- Reminder about memory limit
- Watching playback in the Movie Editor
- Watching playback in the UV/Image Editor
- Watching playback in the 3D View with Background Images
- Watching playback in the 3D View on Geometry in Cycles and Blender Render
After watching (learning outcomes)…
Be able to import a video file into Blender Use Blender to View the video file in multiple different ways Be comfortable with basic scrubbing through video in Blender
(Unique Video Reference: 5_HA_BCC)
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72Analysing Body Movement: Walking
In this video (objectives)…
- Break down the bodies movements during a walk
- Focus on the key positions the body will be in during the animation
- Avoid beginner mistakes
After watching (learning outcomes)…
Be able to break down other similar poses like running Be comfortable with the 4 main positions in a walk
(Unique Video Reference: 6_HA_BCC)
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73Meaningful Markers
In this video (objectives)…
- Add markers to our timeline for reference
- For a regular animation like walking we will have regularly spaced markers
- General scaling timeline, dope sheet and graph editor
- Manipulating our meaningful markers
After watching (learning outcomes)…
Add and rename markers to the timeline Understand why this is a good practice prior to animating Comfortable with editing your markers and navigating the timeline, dope sheet and graph editor
(Unique Video Reference: 7_HA_BCC)
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74Auto Keying Poses
In this video (objectives)…
- Turning On Auto Keying
- Understanding what will be updating
- Remembering to turn it off when not necessary
After watching (learning outcomes)…
Be able to confidently use auto keying to quickly modify poses Understand it's limitations and its liabilities
(Unique Video Reference: 8_HA_BCC)
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75Copying And Mirroring Poses
In this video (objectives)…
- Learn how to copy a pose
- Learn how to paste that pose as a new keyframe
- Learn how to paste a mirrored version of that pose
After watching (learning outcomes)…
Students will be able to rapidly assemble their basic animation
(Unique Video Reference: 9_HA_BCC)
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76Adding Overlapping Action
In this video (objectives)…
- Look at the hips of our character
- How we can use them to create a more convincing walk
After watching (learning outcomes)…
Add convincing overlapping action to our walk cycle
(Unique Video Reference: 10_HA_BCC)
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77Refining Our Animation
In this video (objectives)…
- Clean up our keyframes
- Look closely at interpolation between frames
- Use the graph editor to refine movements
After watching (learning outcomes)…
Confidently identify unnecessary keysframes and remove them Refine your animation by using the graph editor
(Unique Video Reference: 11_HA_BCC)
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78Secondary Action For The Walk
In this video (objectives)…
- Look at secondary actions
- Arms don't currently move naturally
- Consider the various ways in which the arms can move
After watching (learning outcomes)…
See how adding a secondary action to an animation can complement the main animation
(Unique Video Reference: 12_HA_BCC)
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79Quiz 11
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80Kevin Parry's 100 Walks
- Bonus Reference Material
- Inspiration
https://www.youtube.com/user/kevinparry
(Unique Video Reference: 13_HA_BCC)
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