How To 3D Model A Character In Blender – 5 Easy Ways (Updated Guide for 2022)

In this guide, we will show you everything you need to know about how to 3d model a character in blender, so keep reading!

Below you can find out 5 different methods to 3d model a character in blender,

Method 1 – Modelling For Absolute Beginners | Blender Human Tutorial

Note – This section will be updated soon.

Method 2 – Stylized Character Workflow With Blender

Hi im julian cuspa and in this video i will show you the workflow of creating stylized characters in blender. Based on my experience in film productions at the blender animation studio if you find this topic interesting visit the. Blender cloud where i go into far more detail by giving a step-by-step tutorial course on the subject this tutorial. Is in a way a brief version of the full course so be aware that im not going to dwell.

On any details theres a link in the description but lets just dive straight in the full character creation workflow. Is often not very linear and can include different steps based on the type and style of the character in. This case im giving a somewhat idealized simplified workflow as the very first thing its necessary to know what the. Character is supposed to be in this case its not going to be overly cartoony or realistic but sort of. A mix of both this way the style is abstracted enough to not be uncanny but also not too detached.

From reality to still feel grounded apart from that you should have an idea of who your character is supposed. To be nail down individual points like ethnicity gender age time period occupation attitude and potentially more really nail down. Who you want to create then before this leads us into doing some first concepts its good to do some. Research this step might make you re-examine your character but it also should inspire and guide you on creating it. There need to be references on the character itself maybe you have an actor in mind as an inspiration for.

Example you should also gather references for the style you want to use which are likely going to be artworks. By other people which is okay then there are also references on the technical execution if you want to go. For a fur coat then find out how other people tried and succeeded before you which is going to save. You a lot of trial and error and of course you should always include references from real life like anatomy. And fabric behavior and more know how real life works before you recreate and abstract it once you have all.

Of it display it onto a collage ideally nicely organized in size and groups based on importance and categorization my. Personal recommendation is using pureref on a second monitor phone display or even printing it out on paper now its. Time to work on the design of the character the ideal scenario is to work from an existing concept before. Going into 3d this might be your own drawing or someone elses with their permission and credit of course i. Have to admit that in my case i didnt work from any drawing but i can highly recommend you do.

So since it will save you a lot of time throughout the process the concept should embody a lot of. The preparation from before and serve as a reference for the model its good to start off the 3d sculpting. With some simple blocking which means laying out the overall proportions with simple shapes this can be done by creating. And placing cubes cylinders and spheres and sculpting them roughly into shape from here on you add more definition and. Detail over time step by step its okay to keep the shapes very plainer and rough for now until the.

Overall shapes are set in stone definitely keep multiple objects around you dont need to sculpt everything from one object. Also make good use of symmetry options to save time to not really worry about running out of geometry to. Sculpt on there are helpful tools in scope mode one is dynamic topology which is enabled with control d which. Creates and removes geometry dynamically while you are sculpting in the options you can further define things like the resolution. And the remeshing method theres also the new voxel remesher that remeshes the entire object almost immediately with the shortcut.

Control r based on its volume alone which is a much faster and reliable method with much better performance it. Even remeasures intersecting objects if you merge them you also dont actually need to use that many brushes to get. The first sculpt going simple draw crease smooth and grab brushes are usually enough once everything is roughly where it. Should be its good to finally merge the separate objects either with the bolene modifier or by just joining them. And remeshing everything with the voxel remesher afterwards you can paint the objects with vertex colors to get a better.

Impression of how the character will look like this is very helpful but also remember to turn the colors off. From time to time since they can obscure the actual shapes of the sculpt you can even paint in things. That are not there like eyebrows and eyelashes to keep things fast and flexible for now for the hair you. Can again use separate objects or extract geometry from a mask or by using the skin modifier or even curves. To create separate hair strands or ponytails afterwards add vertex colors to those as well if you dont have a.

Strict concept art to follow you can continue to polish the head sculpt or create design variations before settling on. One of them just make sure that you increase the resolution and polish for the final head sculpt until you. Are happy with the results different matte caps or even your own custom ones can help you see surface imperfections. More clearly and dont worry about losing the vertex colors at this step since they can always be repainted afterwards. They just serve as a pre-visualization right now anyway and again keep references on the site especially when sculpting things.

Like hair which can be very tricky to pull off if youre not used to it for the rest of. The body its basically the same thing starting with basic separate objects to block out the proportions and shapes as. A good workflow also try using the mirror modifier with a custom mirror object that serves as a center axis. This way you can easily keep the entire body symmetrical no matter the transforms of each object also dont forget. To apply the scale with control a of your objects to avoid weird brush behavior its good to sculpt the.

Character in a resting pose like a t-pose with very straightened and angular limbs or in an a-pose which is. More relaxed with for example 45 degree arm angles the t-pose is a better resting pose for later rigging and. Animation while the a-pose will give you more accurate deformations in the animation if the character is leaning more towards. A realistic style keep sculpting and refining the proportions and shapes until you are happy before joining everything together for. The clothing its again good to extract new objects from masks and refining them further by adding folds wherever there.

Should be compression and stretching in the fabric vertex colors will again help you with your impression of the character. So far and you get to experiment with different color palettes if you decide to change the overall proportions of. The character its easier to merge all the objects of the body together and adjust everything together just be careful. About any modifiers you might have still active afterwards you can split them into individual objects again with a shortcut. P and edit mode you can again create variations of the outfit but extracting them via masks is not the.

Only option to create them you can also for example box model a shirt subdivide it a bit and shrink. Wrap it back onto the sculpted body and continue defining it from there keep adding more sculpted parts of the. Outfits until everything is there some objects can remain a bit rough until you get to the final polishing later. On before settling on the design completely its a great practice to test the current one and see if it. Can be tweaked in any way this is also important for the later rigging and animation to have a style.

Guide already at hand before work can start on that its important to have a better mesh to work with. Instead of the highly dense sculpt of the head right now i can recommend to either roughly remodel the head. Manually from a subdivided cube that you snap back onto the sculpt with a shrink wrap modifier or to use. The new quadrimeter in the object data tab to the side just make sure to have enough overall density and. Place the geometry a bit more accurately around the eyes and mouth with some manual modeling also make sure the.

Eyelids have three to four edge loops on them to be able to close them too add an inner mouth. And some teeth and a tongue that closely represent the later polished result but its okay if theyre a bit. Rough for now to get most of the sculpted detail back you can add a multi-resolution modifier subdivide it a. Couple of times and add a shrink wrap modifier shrink wrap the original sculpt onto the new one and apply. It and you will have the detailed version on the multi-res layers just make sure to not shrink wrap any.

Geometry that wasnt there in the original sculpt like the inner mouth and inner eyes with a vertex group and. Some weight painting you can exclude parts to be shrink wrapped by adding it to the modifier add some shape. Keys model and sculpt on each one to get different facial movements and mix and merge them however you like. To create various expressions be careful to only work on the base resolution not any of the multires layers for. This task you essentially only need the grab and smooth brushes to move stuff around and relax areas a little.

Bit start off with the basics like closed eyes and an open mouth you can create the same shape keys. For multiple objects and either animate them together or even hook them up via drivers so that they all slide. Together from there work your way up with simple smiles angry shouts and very stretched and compressed expression tests this. Will inform you if the current proportions work well or need to be tweaked but by the end you should. Have some appealing expressions to show off as well like always references are important even if youre just filming yourself.

To know how a face is really supposed to move you might realize the eye shape doesnt really work with. All the expressions or that the eyebrows are too high by default or the teeth are too low and small. Just tweak those areas until it looks right just make sure to always get some feedback from friends or co-workers. Before moving on to the next big step or if you are in an actual production sign it off like. All the other steps by an art director or whoever you superiorize to make it all look even better you.

Can add some additional asymmetry to insert more character and appeal into each expression and youre done with a general. Design from here on the task is to create the actual production ready asset and finalize the style the sculpted. Character so far is sadly impossible to rig and animate in any production so the model needs to be cleaned. Up this is where the re-topology comes in retopology is about creating a version of the model that has the. Lowest necessary amount of geometry with the same shapes as the original one especially when subdividing it just create a.

New object and either start from a simple base object or just poly model it all the way starting from. The face make sure to use a mirror and shrink wrap modifier and enable face snapping in edit mode to. Keep things close to the original sculpt from here on its all about extruding ripping cutting filling and merging geometry. To get the topology you need there are a few things that make up a good re-topology the edge flow. Is very important which is the direction of the loops that are going around the surface these are all made.

From quads which are faces with four sides and theyre led into different directions via poles which are vertices with. Less or more than four connected edges but never go above five connected edges otherwise they might become really visible. Its very much a puzzle where you need to create an efficient and very functional version of your objects that. Supports any sort of movement compression or stretching that will happen with it once it gets animated for example just. Like for the expression test its good to add some extra loops on the eyelets since these will have to.

Close too and need that extra geometry joints need a minimum of three edge loops to be able to bend. While keeping their shape if you want to exaggerate a crease somewhere in the face for certain expressions also have. A minimum of three edge loops ready like at the lath line or between the brows using the subdivision surface. Modifier will smooth the entire result so be aware of stretching thats why you should mostly rely on evenly sized. Quads all over the place especially on areas that will deform a lot or very curved creases and hard surfaces.

Are an exception usually since the former needs more density to stay sharp and the latter doesnt need any extra. Loops to deform well its generally a good practice to start from the face and to re-topologize each limb separately. From there and stitch them together afterwards make the loops generally follow the shapes and muscles of the body to. Support the direction they will deform to make sure that most loops lead back into each other you dont want. Some loops to spiral all over your objects at some point you will have re-topologized everything that was sculpted which.

Is when you will have to model things that werent already there but first add a multires modifier subdivide it. A couple of times and apply the shrink wrap over it then click on apply base and get rid of. The multiverse modifier too now your topology will have the same volumes as the original sculpt when adding a subdivision. Surface modifier from here on out you can model in some inner eyelets in a mouth polish the already existing. Teeth gums and tongue and model in some proper eyes when you get to the clothing you can duplicate parts.

Of the body to have a good base to start from this is also the time to add some more. Definition to roughly sculpted objects or adding seams and nice pockets to pants and other details once its done make. Sure to have the asset in the correct world scale like roughly 1.7 meters in my case and its time. To go to the next step just like the topology is the first step to some good rigging and deformations. The uv maps are the first step to good textures and materials just imagine you take some scissors and make.

Multiple cuts on your cleanly model character unfold it onto a flat surface and place an image on top this. Flat unfolded mesh is a uv map and thats how texturing a digital model is done to achieve this you. Can select edges in edit mode and tag them as seams these edges will be the cuts on the uvs. Once you have them placed you can unwrap your mesh and the uv map will be visible in the uv. Editor by enabling the stretching overlay it will be more visible if the uvs are less ideal in certain areas.

Also already using the uv map to add a color grid texture onto the model will also show the distribution. Of the uv space better the goal is very much to place just enough seams to evenly lay out the. Mesh with minimal amounts of stretching but just like its impossible to create a perfectly flat map of the earth. Without some areas being a bit bigger than others some imperfections will be hard to avoid also try to avoid. Placing too many seams that are in the face for example since under certain circumstances it can be easy to.

Spot the seams hide the seams as best as you can once you have your uvs nicely unwrapped its time. To adjust and organize them better they should be laid out in a way where they take up as much. Space as possible from the one by one uv space having them placed in a symmetrical way can also be. Very helpful later on make sure the uvs are generally having the same scale unless you want some uv islands. To get more texture resolution than others its a bit like packing your luggage and making sure everything fits in.

Perfectly without getting all messed up for areas like the eyes and lips it can also be helpful to select. That geometry and projecting it from the view smoothing them out a bit and stitching them back to the rest. Whatever makes the uvs more evenly distributed if you start adjusting uvs like this in detail remember that you can. Pin uv points with a shortcut p so that they dont move when unwrapping those uvs again also make sure. That none of the uv borders are too close together and that no uvs should ever overlap unless you know.

What youre doing you can also use uv sculpting tools for wider smoothing and grabbing of areas but be careful. Not to cause too much stretching with it scale some areas with proportional editing enabled to get some more evenly. Sized uvs at the cost of some more stretching its always a bit of a balancing act between the two. For the clothing it might also be important to have the uv maps laid out in neat rectangular patches this. Way its very easy to just slap on some fabric patterns without having them distorted or go into weird directions.

Just pin the borders of the islands and enable live unwrapping then adjust the borders to be as rectangular as. Possible and the rest in between will automatically conform to it and keep comparing it to the grid texture in. The 3d view this will be a good reference on how distorted the textures would be and how much texture. Resolution each area gets go through all the different objects with these principles and you will have some clean functional. Uvs to texture in the next step to give the character some colors we need to add textures add a.

Shader editor in the interface to edit the node-based materials and an image editor to see and paint on the. Textures in a 2d view also as a pro tip enable the node wrangler add-on in the preferences i can. Recommend to just use the default principled bsdf shader in the notes since it has basically everything one would need. During the texturing then start out with the basic colors do this by adding and painting on image textures or. Vertex colors and plugging the node outputs into the base color of the shader most nodes can be freely mixed.

With the mix rgb node and each have their own advantages use the material preview mode in the viewport which. Displays everything you are working on ctrl shift click on any node to see that output directly start out with. Most primary colors and then mix in secondary colors you can also then start mixing in ambient occlusion or cavity. Inputs patterns noise and specific painted in details just blend the notes together either by using screen to brighten multiply. To darken or mix to blend between two inputs also make sure to paint on the alpha channel which is.

The transparency on an image texture to use as a mask by plugging it into the factor afterwards the well-aligned. Rectangular uvs for the clothing will really become useful now since images like clothing patterns can just be slapped on. Top and they will immediately align extra details like stitches can always be painted separately on top afterwards definitely keep. All of these influences in the color as separate notes because once you are done its time for the shading. The other most used inputs in the shaders apart from the base color are roughness to define the glossy shine.

Or the lack thereof metalness if the surface is metallic and normal to add fake high frequency details that we. Didnt model in already if you want parts to be transparent like glass or ice you can use transmission and. To just make them use fade away or just completely disappear use alpha you can also use specular to tone. Down the glossy highlights but if you want to have it really realistically accurate increase the roughness instead plug your. Individual notes from the color also into color ramps and hue saturation value nodes to change and then remix them.

For the other inputs of the shader try to keep everything organized well enough by clumping nodes together framing them. Or even grouping them change the lighting conditions and test how the materials react adding additional lights and rotating them. Around manually can also help in case of the skin its also good to add subsurface scattering or sss in. Short to give it that waxy look like the light is shining through to give a nice fake hair look. On modeled hair i can recommend the anisotropy shading which adds a directional distortion to the glossy highlights turning the.

Anisotropy to 1 by itself is not really going to look convincing or even good since it just adds a. Spherical pattern based on a world axis you need to create a second uv map add it as a tangent. Note and plug it into the tangent input of the shader the orientation of the uvs will then influence the. Direction of which the highlights will be distorted towards so all hair strands need to be laid out as flat. As possible and aligned vertically now the shiny streaks are going horizontally across the surface instead of the fixed spherical.

Direction of before to fake individual hair strands of hair you can paint a black and white texture with small. Value differences and plug it into the anisotropy rotation adjust that same directional map with a color ramp and plug. It into the roughness add color and youre done keep testing and tweaking your materials in both ev and cycles. And optimize it towards the render engine you want to use later on for the final rendering once youre happy. You might have a hugely complex nonsensical note tree this can be then simplified by only looking at the necessary.

Inputs that lead into the shader and baking everything down into a set of image textures just make sure you. Have cycled set as the render engine you ctrl shift clicked on the part of the note tree you want. To bake and select an image texture note where you want to bake it to and it should work to. Speed up the baking process set the samples to something pretty low go absolutely overboard on the tile size set. The bake type to emit with a generous margin and click bake ideally once you are done your character should.

Look good whether you use eevee cycles or just material colors in the viewport just like we wrapped up the. Original design with some expression tests this is the time to put everything that we made so far to the. Test with a full pose this is to see if there are any last adjustments that should be done like. Tweaking the proportions of the body fixing stretching etc of course its also great to not present the character in. The current resting pose the rigify adding in the preferences can really help to get some rough poses going add.

A basic human metarick and adjust the placement size and orientation of the bones in edit mode to fit the. Character dont forget to enable x mirror to save yourself some time once youre done click on generate rake and. There it is select your character then the rig and with control p parent the objects to the armature with. Automatic weights with this done you can do some exploration in the overall pose experiment and see what you want. To go for since the rig is pretty procedural there will be issues if some deformations are outright broken you.

Can manually go into weight paint mode and paint out some issues make as many poses as you want until. You find your favorite in the end dont forget to look at references and even make references from yourself if. Necessary i recommend to have a second viewport to the side and set the shading to be completely black maybe. With some dark gray outlines this way you can see if the silhouette is readable enough the pose can then. Be tweaked towards a single camera angle or any perspective you want to render make sure the pose is dynamic.

Enough with differences in angles enough asymmetry and whatever else you have in mind as well in this example i. Wanted something comfortable and confident not a super happy victory jump or something like that but something way more contained. And down to earth have an idea in mind of what kind of pose you want then apply the armature. Modifiers as shape keys and then you do essentially the same thing as with the expression tests add more shape. Keys for various non-destructive fixes in the deformations and keep comparing it to the original resting pose because the proportions.

Shouldnt change of course this is very easy when animating all shape keys to zero on one frame and enabling. All shape keys on the next one creating variations this way is also a good opportunity if you notice that. The arms actually look a bit weird in length or the hands are too big now is the time to. Make last changes before committing to the end result also sculpt an expression that you like and polish it until. Youre happy from here on out you can play some lights a nice environment and render a final image render.

Multiple angles or even a turntable to show as much of the character as possible a so-called clay render is. Also good to show off the model itself where its rendered colorless in diffuse grey with only the bump

Method 3 – Fast Character Modeling With The Skin Modifier || Blender 2.93

If you can draw a stick figure you can model a character if youve seen my videos before chances are. Youve seen this one about how to model characters fast and youll know that im not exaggerating when i say. Its probably the quickest and easiest way to model a character in blender you all seem to like that video. But i noticed a lot of the comments but i noticed a lot of the comments were just the same.

Few questions so this one is meant to answer all those questions as well as teach the basics of the. Technique i have a bunch of character modeling videos planned for october so this is a perfect time to talk. About this again and if you want to download the characters i make all of them will be available on. Patreon heres a summary of what well cover well start with talking about the skin modifier which is what makes. This whole process possible meanwhile well be building our character from a single vertex and a few modifiers basically were.

Just extruding the vertex to draw a stick figure ill show you how to add some personality to your character. By varying line thickness and creating mass then ill show you a quick way to add an armature the skin. Modifier can take you really far but if you want more detail you can use what you made as a. Base for sculpting after that well add eyes and some color by the end of this video youll be able. To make a simple completed character all right lets get started alright so here we are in blender im using.

Version 2.93 and to get started im just going to add in a plain tab into edit mode make sure. Youre in vertex select for this im going to select everything and hit m to merge you can merge it. At the center and thats basically just going to turn all of those points into one single point so you. Might be wondering why i started with a plane if im just going to turn it into one vertex well. If you want you can delete it and you can actually add in a single vertex but to do that.

You have to go up to edit preferences go to add-ons and search for extra objects and just make sure. Extra objects is enabled then you can hit shift a and you can act.

Conclusion – How To 3D Model A Character In Blender

The purpose of this post is to assist people who wish to learn more about the following – blender tutorial – 2d drawing to 3d model (part 1), how i sculpt a character in 5 minutes – the queen’s gambit, blender complete character tutorial – part1 – modeling the head, blender character modeling tutorial – let’s model a basic character – blender tutorial, blender character modeling-how to make a character in blender 2.9, how to make a 3d character for your game (blender to unity), modeling a character basemesh in blender (tutorial), blender beginner tutorial – low poly character – 10 minute tutorial- part 1, realistic character creation in blender overview, how to make a 3d vtuber avatar from scratch, part 2: modeling, 2d to 3d face-builder in blender!, modeling a character in blender 3d 2.83 part 1 – head, blender mmorpg game character creation, modeling character for animation in blender 3d complete process part 1, how to sculpt a 3d character bust in blender 2.90 – step by step easy walkthrough.

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