Films Training Blog
Pipeline and Tools Characters
Pipeline and Tools Characters
search Login Join
favorite

Development Fund

Support Blender Core Development with a monthly contribution.

theaters

Blender Studio

The creators who share. Access production content and knowledge from the Open Movies.

code

Blender Developer Blog

Latest news and updates on Blender development.

people

Get Involved

Join the community and help with design, development, docs and more.

bar_chart

Open Data

A platform to collect and display the Blender Benchmark results.

menu_book

Blender Docs

Documentation on Blender's features, tools and API.

Blender Conference

The yearly event that brings together the Blender community in one place.

download

Get Blender

Download the latest Blender version, or try the beta!

Films
Training
Blog
Pipeline and Tools
Characters
Search
Login
Join

21st Feb 2022 | Training | Charge

Open Documentation for Realistic Characters

Julien Kaspar

3D Artist

flag Report Problem

Some insight in how the Blender Studio plans to share research, the workflow and technical challenges of creating realistic human characters.

Mission of Project Heist

A couple weeks back Project Heist was announced, which aims to use, test and optimise Blender for creating characters and environments with maximum realism. This is a pretty high goal and will need a lot of research and testing not just for the technical and artistic side but also the general workflow. A workflow that can be significantly different than cartoony/stylized characters that the studio focused on previously.

To make this information more accessible we decided to openly document all of this information, especially now during the early development and pre-production. This is shared in the Training section as the Realistic Human Research. These pages are heavily under development and incomplete for a while but will offer our live insights in the process.

Development and Consulting

As of right now the workflow for creating fully realistic characters is somewhat incomplete. So we aim to find a workflow that works with what is currently available and work with the Blender developers to add crucial functionality that is missing, which is tightly linked with the strategic targets of 2022.

We are also in contact with various artists that specialised on achieving maximum realism and want to make this conversation as open as possible. More blog posts and pages in the documentation would then follow.

Tutorial Content

Looking back, it's interesting that we went through this exact process before. During the production of Spring we were documenting and looking critically at our workflow in creating stylized characters for film production. Based on these insights we created the Stylized Character Workflow course as well as the free character rig Rain that came with it. So we are keeping the doors open to create a "Realistic Character Workflow" tutorial course based on what we find this time.

Until then we hope that you enjoy what we have to share. There will also be weekly updates on the Heist project. Also comment below if you have any questions.

Julien Kaspar

3D Artist

flag Report Problem

8 Comments

Join to comment publicly.

Kai Müri

21st February 2022 - 13:20

Awesome! I am really looking forward to follow the process.

Silas O.

21st February 2022 - 16:19

So nice to finally have a realistic short film! Got me covered with the 6-month subscription to the blender cloud.

Timo Stampa

25th February 2022 - 12:20

Cool I'm excited

Timo Stampa

25th February 2022 - 13:58

@Julien Kaspar I wrote my master thesis about a Digital Human Workflow

Dan McLaughlin

21st February 2022 - 17:18

Yes! Wonderful, realistic AAA game level character training would be perfect. Please also cover not just ultimate realism for offline rendering, but optimizations for online (game) rendering

Julien Kaspar

22nd February 2022 - 09:49

@Dan McLaughlin Although we are aiming to use Eevee for lookdev and possibly also the final rendering, it's not the goal that the asset creation and effects will center around realtime rendering. Baking and performance are big development goals though!

Dan McLaughlin

22nd February 2022 - 16:19

@Julien Kaspar No problem, I just meant to please focus on us poor game artists! :) Better baking and texturing systems and training is sorely needed so we're looking forward to it.

stephen pearce

22nd October 2022 - 05:59

This is incredible! Thank you Blender!

Blender Studio

The Creators Who Share.

Facebook Logo Twitter Logo YouTube Logo
  • Films
  • Blog
  • Training
Pipeline and Tools
  • Cloud Rig
  • Blender Kitsu
  • Contact Sheet Add-on
  • Blender Purge
  • Blender Cloud Services
Characters
  • Einar
  • Security Bot
  • Huginn
  • Pack Bot
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
  • Blender.org
Loading...