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Game Character Modeling with Blender

Video Introducing this tutorial

Block Out  :
We gotta start somewhere. This stage is merely generating the basic shapes from which our robot will be forged.
Getting Started with Image Planes
Blocking Out Panels
Blocking Out the Leg
Block Out Continued (Timelapse)
Block Out Finished

Sculpting I :
I always try to get into sculpt mode as fast as possible with characters. At this stage we begin shaping rudimentary forms.
Sculpting the Thigh Guard
Sculpting Knee & Shin Panels (Timelapse)
Sculpting the Leg
Sculpting the Foot (Timelapse)
Sculpting the Arm (Timelapse)
Sculpting the Torso
Sculpting the Abdomen
Sculpting the Head & Hands (Timelapse)

Sculpting II :
Further refinement of sculpted forms. The goal here is to sharpen edges and smooth surfaces to the point that they appear "hard-surfaced".
Refining Proportions
Refining the Thigh Guard
Refining the Torso
Refining the Abdomen
Refining the Front Pelvis Panel (Timelapse)
Refining the Arm (Timelapse)

Retopology I :
Since digital clay is never going to appear perfectly hard-surface with a machined quality, this stage converts the sculpture to a subdivision-smoothable polygon model to achieve true hard-surface quality for our robot.
Retopologizing the Thigh Guard
Retopologizing the Forearm I
Retopologizing the Forearm II (Timelapse)
Retopologizing the Torso (Timelapse)

Boolean-based Kit Bashing :
Till this point, fine details have been ignored in favor of smooth, sharp-edged major shapes. For this stage, we'll use those major shapes as our canvas to add fine details like bolts, construction lines, and other robot-y details. We'll also use this stage to fill in any model gaps that have proven easier/more efficient to model with traditional polygon tools rather than sculpting + retopology.
Kit-bashing Overview
12 min Free
Bool Tool and the Thigh Guard
Finish Detailing the Thigh Guard
Detailing the Abdomen
Kit-bashing Compilation (Timelapse)

Retopology II :
Another retopology. But this time it's the low resolution version that will be used in-game. This stage will leave us with 2 versions of our character: 1) A high-resolution version and a 2) low-resolution version.
Game-res Character Model Overview
Game-res Thigh Guard I
Game-res Thigh Guard II
Combining Objects with Retopology
Detail Simplification
Tapering Shapes, Tapering Edges
Trick Silhouettes
Icospheres and the Power of Normal Maps
Game-res Conclusion

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