Character Creation: Difference between revisions
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# Select vertices and use Mesh - Transform - Resize (Control-A) to control the skin size | # Select vertices and use Mesh - Transform - Resize (Control-A) to control the skin size | ||
# Subdivide edges and repeat step 3 to refine the silhouette | # Subdivide edges and repeat step 3 to refine the silhouette | ||
Demonstration video: [https://www.youtube.com/watch?v=kuUk_mAEl6s Fast Character Modeling with the Skin Modifier in Blender] | |||
= Add-Ons = | = Add-Ons = |
Revision as of 13:19, 25 January 2025
Approaches
Sculpt and Retopo
The traditional approach for high-definition characters
- Create some starting geometry
- Use the Sculpting tools e.g. Snake Hook to expand, contract, smooth, and extrude geometry, often with the Dyntopo option enabled
- Use Retopology to turn the final sculpt into a more manageable mesh by reducing the number of faces without losing the important details
Model and Subdivide
A technique for creating low-poly characters or blocky/boxy characters.
- Create geometry, e.g. a cylinder
- Add Mirror and Subdivision Surface modifiers to inflate the available geometry and balance the character
- In Edit mode, scale (S) and move (G) points around to match a desired silhouette
- Manually subdivide, then repeat step 3 to refine the silhouette
Skin
A more recent option.
- Create a skeleton with vertices and edges, but not faces.
- Add the Mirror, Skin, and Subdivision Surface modifiers in that order.
- Select vertices and use Mesh - Transform - Resize (Control-A) to control the skin size
- Subdivide edges and repeat step 3 to refine the silhouette
Demonstration video: Fast Character Modeling with the Skin Modifier in Blender