In the past months the team at the studio has been busy working on a brand new training series, focused on a very crucial production topic: character creation.
The first result of this training is the Rain character model, realised by Julien Kaspar. It’s been extremely useful to have most of the team (especially the animation department) providing feedback on topics such as design, appeal and anatomy while the character was being developed.
Julien thoroughly annotated and documented every step of the journey, from exploratory sculpts, facial poses, mesh modelling, quick posing all the way to the final shading and lighting. All these steps are going to be available in the form of commented videos, along with all production files created during the process.
Here is the training outline:
You can check out a set of preview images at the Stylized Character Workflow project, where all the videos will be published on a weekly basis, starting next week!
The Rain character will be fully rigged in the upcoming weeks by our brand new and not-yet-announced rigger Demeter (more info about him coming soon) and will be tested by the animation team.
Once the character reaches a production-quality level, it will become available on the Character Library for everyone to play with!
With Blender 2.80 soon out in the wild, we are planning to refresh existing training, and produce some more workshops.
In the upcoming months you can expect:
Do you have ideas for content you would like to see on Blender Cloud? Let us know in the comments!
It's been 2 months since the course got an update. Not really weekly anymore. I hope it's not abandoned.
@0x777777 An update is coming soon!
Plz add subtitles on video
Please update Blender fundamentals to the Cloud!
Super excited for this! Thanks!
Good news indeed! Well I have few questions I can't find enough answers for.
These questions might be little naive, but here's a little background of those. Our studio is gonna to start few short series projects and I try to push Blender as a basic software for that. The bottle neck is there is not enough specialists around the corner. With modeling and texturing it is not so big deal - we can use whatever software they like, but animation part is gonna to be a really issue. So I must to convince producers that Blender is series-production-ready software and we have enough information to retrain people who would be involved into project, so we can assure producers there will be not so much time spent on the researching.
There is some calls for content:
Rigging course is the most appreciated and expected content. In tweeter there are some pro's who had dived in blender rigging: Chad Vernon, Loïc Pinsard, Chris Jones, but unfortunatly no one of them doesn't share their own techniques for now. Yeah, there are quiet nice basic rigging tutorials on the internet: what are bones, skin, constraints, some advanced tips... I think, people need more holistic advanced rigging course. Especialy for facial rigging as the hardest and the most important (in my opinion) part previous to animation, and it would be nice to have full cover for this point. Where and why we put bones to make appeal emotions, how to efficiently mix actions and shape keys, how to use multiple armature modifiers and is it neccessary, which else modifiers are userful for rigging... And so on.
The next one is pre-visualisation course. I mean a few lessons about how do you build layout for a whole film. There is nice overview of Agent 327 layout, but it was only about one location and one or two already splitted shots. For our small collective it's really necessary in term of switching from Maya to Blender. Let me explain. There is a great instrument in Maya we use in our production - Camera Sequencer (thats all - only that one))). Check it out if you not familiar with it. In two words - it creates montage strips from cameras and provides to make montage right in animation scene. I'd tried to use VSE and multiple scenes to recreate such workflow, but it's a really bad idea since sharing characters over even two scenes slows down FPS dramatically. So the more or less best way to get similar behaviour is to use markers with binded cameras. But then I must cut animation and there is no way to cover the action with several cameras and choose between them... Those kind of workflow the camera sequencer provides helps to make layout very fast (even with no storyboard) which is necessary in term of series production.
I think there is an efficient way to manage animation through the directors point of view before you push shots to animators. And this lesson is reeeeaaaaly appreciated, because there is no info how to do it in Blender at all.
Thanks for your attention!
@Jesse James I've just found that I can override camera for scene strip, so there is no need to use multiple scenes as I mentioned. Shame on me! There is so much to discover)
Excellent job! Thank you, Julien, I'm looking forward to the follow-up updates and I've shared this serious to others.
it would be nice if some of those trainings would be organized in differents places, like Italy, Germany, France, Spain (Blender Cloud Day in Rome e.g.)
Very Nice...I miss more tutorials like this here in the Blender Cloud...Shading/Texture and Light are key features for any 3D Character Artist and I miss this kind of content here...But anyway I can't wait for this series...Great Job!!!!
Thank youuu!!!, that's awesome, love the style and appeal!, It would be nice that later on once rain is finished to make a male character that matches the design style so we can use em to do 2 character dialogue shots.
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