This course has been updated to Blender 4.2, but is still compatible with older versions of Blender.
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 4.2 and is compatible with newer versions of Blender.
This course has been updated to Blender 4.2, but is still compatible with older versions of Blender.
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 4.2 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 Orc 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.
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...
Be challenged to build the entire model yourself.
Be shown step-by-step how to build it.
Apply your knowledge regularly.
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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Lucy invites you to join us in our various community support forums in order to ask questions, connect with other students and share your progress.
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Downloading and setting up Blender
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exploring the interface and adding objects
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creating a person out of cubes
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Using edit mode and adding geometry
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Using the extrude command
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Adding modifiers for faster modelling
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Understanding the different transform options and object centres
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learning about materials and using the shader editor
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Understanding the different viewport render settings
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Learning how to finalise our projects by rendering
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Bringing in references images and building the cockpit of the mech
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Moving on to the undercarriage building on our modelling knowledge
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Looking closely and local and global transforms we build the legs
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this time we work on the laser guns at the sides of the mech to complete the modelling process
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We complete the modelling process of the mech by making small adjustments to the shape and placing it in a pose
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Now we have the modelling part finished we can work on the materials and use material slots to add two materials to one object
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Now we have an understanding of rendering out a still image we look to render an animated camera circling our mech
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Now the model is finished we look at how you can render a still image with cycles render engine
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Intro
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A quick look at finding and collating reference images
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How to insert background images into Blender
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We start the process of building the orc by blocking out the body
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we continue the blocking out process by making the hand
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A quick guide to the updates to the blender interface in the sculpting workspace for blender 4.3
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This lecture looks at how we go into sculpt mode and hte sculpting work space but also looks at the types of error you might come across
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we add more detail to the blocked out character and look at the symmetry option in sculpt mode
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Continuing to block out the orc we learn about the Remesh option to add faces and even out topology
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Adding more muscle blocks to the upper body with a little bit more detail in the sculpt
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Now we use the same techniques to block out the lower body
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we develop the blocked out model by joining the pieces together
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We jump to box modelling this time learning useful skills often used when building clothing for characters
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we add a little more detail to the hand
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Now we have a Basic block out we can start the process of sculpting in the first level of detail but getting the shape of the head
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creating the Shoulder plate
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In this lecture we learn the correct size and position of the eyes
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now the eyes are in place we can add the eyelids and reshape the area around the eyeballs
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refining the shape of the mouth and adding teeth
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Here’s a fun exercise to get you practicing your technique
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Now we focus on the hands working on the fingers and the thumb
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Now that we have the fingers and thumb we can join them all together for the hand
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We start work on adding some detail to the shape of the torso
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Continuing the torso we work on the back and arms getting a base shape from which to build
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we join the legs to the body and refine the base shape
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We start looking at the techniques for clothing at the boots reshaping and building out different parts
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Using the shrink wrap modifier effectively
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creating the Extra Armour aspects of the boots
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Creating the Belt
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creating the loin cloth
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Challenge to make the strap for the characters shoulder plate
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Unwrapping the mesh
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retopologising the fingers
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Before partaking in the fairly long process of manual retopology we learn how the process can be automated
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retopologizing the hand
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retopologizing the arm
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Retopologizing the body
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Tidying up the retopology for the body
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Working on the retopology of the waist area
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Working on the back of the waist
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Tidying up the topology around hte waist and starting to think about good topology
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Completing the topology of the legs
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working towards better topology we start on the face of the character
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we finish off the major loops and start connecting them up
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Filling in the gaps between face loops
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Filling in the holes at the front of the face
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close to finishing the head we fill in the back side
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Last part of the head is the ear which we have to join to the head in order for the shrink wrap to work
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Now we need to Join the original sculpt together so that we can shrinkwrap to just one object
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Now that we can shrinkwrap to one single mesh we can join the retopologised object together
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Adding the Multiresolution modifier so we can add much more detail to the sculpt
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Starting the detailed sculpt we work on the fingers and the hand
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Sculpting the detail of the arm and torso
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Sculpting the detail of the legs
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Sculpting the details of the Head
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Adding textures/ alphas to the draw brush and using them to sculpt details on the body
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Using Texture brushes and adding further details to the head
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Preparing the shoulder plate for sculpting
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Sculpting the shoulder plate for sculpting
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Sculpting the Horns
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Preparing the Boots
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sculpting the Boots
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Preparing and sculpting the belt plate
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Sculpting the lion cloth and working on the straps
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