Blender 2.8 character project

Software:
Blender 2.8

feature

I Recently started a personal character modeling project using Blender 2.8.
The project has the following goals:

  1. Get back to development of creative 3D content (character development, animation, rigging etc.).
    * the last 10 years or so I have been generally doing (and teaching) photorealistic rendering for technical visualization projects.
  2. Get used to Blender 2.8
  3. Practice A sculpting > re-topology workflow.
    * When I learned organic modeling 20 ago, there was no such workflow, you would create final topology from the get go.

I will be video capturing the whole project’s progress and sharing it on my vimeo channel.

You’re welcome to read about the project creation steps and watch the actual work process captured here:

  1. Part 1 – Sculpting – Freestyle rough draft
  2. Part 2 – Sculpting – Refining the model
  3. Part 3 – Modeling proxy clothes and props

Blender 2.8 character project – Part 3 – Modeling proxy clothes and props

Software:
Blender 2.8

This is the third part of a personal project I began working on,
Development of a realistic character in Blender 2.8 for games and animation.

<– Go to the project home
<– Go to the first part of the project
<– Go to the second part of the project

The third part of the project was a ~7 hour modeling session in which the focus was mainly on proxy-quality (rough) modeling of clothing and props.
In this stage of the project, I decided that the creative theme for character will be a tough detective. a sort of an Asian ‘Dirty harry’ character, and this concept was the drive behind the styling of the characters clothes and and props.


Result after part 3:

> Total accumulated work time: ~17.5 hours

 

Some tips and settings for modeling the clothes

 

Blender 2.8 character project – Part 2 – Sculpting – Refining the model

Software:
Blender 2.8

This is the second part of a personal project I began working on,
Development of a realistic character in Blender 2.8 for games and animation.

I will be video capturing the whole project’s progress and sharing it on my vimeo channel.

<– Go to the project home
<– Go to the first part of the project

The second part of the project was a ~5 hour sculpting session focused mainly on refining the model, improving its proportions and anatomical detail, and adding internal parts like eyeballs and teeth.
In this part the character design was developed into a more masculine man and less skinny, the general idea still being an elder Asian action figure.

Result after part 2:
> Total accumulated work time: ~10.5 hours

tt_25.06.19.gif

 

Go to part 3 of the project –>

Blender 2.8 character project – Part 1 – Sculpting – Freestyle rough draft

Software:
Blender 2.8

This is the first part of a personal project I began working on,
Development of a realistic character in Blender 2.8 for games and animation.

<– Go to the project home

The first step of the project is a completely free-style / free-form ~5.5 hour sculpting session in which I’m not really trying to do anything accurate but just get used to 3D sculpting in Blender 2.8.
I’m imagining an elder Asian action character, at this point not sure what he’ll end up being. possible themes are:
ninja, samurai, cyber themed ninja or tough detective.

Result after part 1:
> Total accumulated work time: ~5.5 hours

 

Go to part 2 of the project –>