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Sculpting a Primitive Head Shape
Sculpting a complete Planar Head
Smoothing the Planar Head
Stylising the Head Sculpt
Timelapse: Sculpting Rain's Head
Timelapse: Vertex Painting
Timelapse: Sculpting Hair
Timelapse: Head Design Variations
Timelapse: Finishing Rain's Head Design
Creating a Primitive Body
Sculpting the Planar Torso
Sculpting the Planar Arms & Legs
Sculpting the Planar Hands & Feet
Smoothing & Stylising the Body
Creating Clothing Basemeshes
Update: Optimal Clothing Basemesh
Modelling additional Basemeshes
Stretching vs Compression
Sculpting Wrinkles & Folds
Polishing the Surfaces
Finishing the additional Elements
Timelapse: Sculpting Rains Body
Timelapse: Rains Autumn Outfit
Timelapse: Adjusting Proportions and the Outfit
Timelapse: Rains Summer Outfit
Timelapse: Sculpting Rains final Outfit
Fast & rough Retopology for the Head
Modelling the inner Head & transferring Details
Adding the teeth, gums & tongue
Basic Expression Shapekeys
Sculpting an Expression
Breakdown: Expression Guide Part 1
Breakdown: Expression Guide Part 2
Breakdown: Design Adjustments
Breakdown: Adding extra Appeal
Creating & Guiding Topology
Planning the Facial Retopology
Facial Retopology - Edge Flow & Articulation
Update: Strategic 2-Poles
Facial Retopology - Patches & Poles
Facial Retopology - Creases & Tweaking
Timelapse: Head Retopology
Timelapse: Body Retopology
Timelapse: Inner Body & Transfering Volume
Timelapse: Head Objects & Tweaking
Timelapse: Hair Retopology
Timelapse: Shirt & Pants Retopology Pt.1
Timelapse: Shirt & Pants Retopology Pt.2
Timelapse: Shoe modeling & additional Tweaking
Timelapse: Scarf Retopology & Finishing Touches
Timelapse: Sculpting Snow's Head
Timelapse: Sculpting Snow's Body
Timelapse: Polishing Snow
Timelapse: Sculpting Snow's Outfit
Timelapse: Remeshing & Adjusting Snow
Timelapse: Snow's Expression Tests
Timelapse: Posing Snow
Live: Facial Retopology
Live: Head Retopology
Live: Hair Retopology
Live: Upper Body Retopology
Live: Body Retopology
Live: Retopo tweaks & outfit
Live: Outfit Retopology
Live: Retopology Finale
Live: Body UV Mapping
Live: Outfit UV Mapping
Live: UV Mapping Finale
Live: Base Colors & Preparations
Live: Tiles & Procedural Detail
Live: Height Map Painting
Live: Detail Extraction & Stitches
Youtube Version: Stylized Character Workflow in Blender 2.81
Preventing/Fixing Boolean Errors
File 1: Head Sculpting Lessons
File 2: Body Sculpting Lessons
File 3: Topology Examples
File 4: Facial Topology & Planning
Topology Guides - Killing/Directing Loops
Topology Guides - Poles & Edge Flow
Topology Guides - Stretching & Pinching
Topology Guides - Hiding Stretching
Topology Guides - Strategic 2-Poles
Topology Guides - Hard-Modeling Creases
Facial Topology - Edge Flow
Facial Topology - Landmarks
Facial Topology - Articulation
Facial Topology - Patches & Poles
Facial Topology - Creases
Facial Topology - Deformations
Body Topology - Seperate Limbs
Body Topology - Joint Loops
Body Topology - Finishing Touches
1 - Head Exploration
1 - Head Polish
2 - Body Iterations
2 - Outfit Variations
3 - Expression Tests
4 - Retopology
4 - UV unwrapping
5 - Turntable Renders
6 - Pose Exploration
6 - Pose Polishing
1 - Concept Drawings
2 - Head Sculpting
3 - Full Body Sculpting
4 - Outfit Sculpting
5 - Expression Tests
6 - Pose test
7 - Retopo (Face)
8 - Retopo (Head)
9 - Hair Retopology
10 - Body Retopology
11 - Outfit Retopology
12 - Turntable Tests
Rain - File 1: Head Sculpting
Rain - File 2: Body & Outfit Sculpting
Rain - File 3: Expression Tests
Rain - File 4: Retopology & UV mapping
Rain - File 5: Shading & Texturing
Rain - File 6: Posing
Rain - File 7: Lighting & Composition
Snow - File 1: Concept
Snow - File 2: Sculpting
Snow - File 3: Testing
Snow - File 4: Retopology
Snow - File 5: UVs & Shading
Snow - File 6: Rendering & Compositing
Rain - Final Render
Rain - Turnaround
Rain - Turnaround (Clay)
Rain - Turnaround (Wire)
Rain - Turntables
Snow - Final Render
Snow - Turnaround
Snow - Turnaround (Clay)
Snow - Turnaround (Wire)
Snow - Turntables
Rain & Snow - Final Render
15th August 2019
In this video I'll go over what you can expect from this course and an overview of what you will & won't learn.
Join to comment publicly.
15th August 2019 - 12:30
15th August 2019 - 12:59
*@David Boura* In the Part 7, i hope you explain how to make custom facial rigs controls, and how to animate them like in the expressions test video. If you don't, i throw myself by the window ; ( ; )
15th August 2019 - 13:01
*@David Boura* I'll actually go over it in the 3rd chapter. Almost no rigging needed btw. The expressions were all sculpted.
15th August 2019 - 13:18
*@Julien Kaspar* Maybe i should just relax, thanks Julien. By the way your today uploads make my day. This course is going to be a real challenge and a great adventure.
15th August 2019 - 15:28
Thanks for the great stuff you've done, I have been waiting for this series!
28th September 2020 - 13:47
You said that the workflow differs to game characters. Can you tell me exactly what that means. Let's say i sculpt my character and retopologize and rig it. Do you mean that i couldn't just the character for a game? I'm just a little confused by your statement. I mean if the character is made up by vertices, has a rig, is weightpainted, is uv-unwrapped and has a texture, shouldn't it be possible to use that character for games?
28th September 2020 - 13:48
*@Kevin Tatar* I found the comment to my question. Sorry :S
15th December 2020 - 10:52
I really liked the content but what a pity that it has no Portuguese subtitles
has how to put?
18th August 2019 - 16:46
OK rejoined the cloud for this course. I know it will be a large undertaking. Always good to get different viewpoints and ways of doing things. Congrats, Tim. Hoping you persevere until completed.
4th October 2019 - 10:09
Julien, is there an update on when the remainder of the lessons will be coming? It’s been a while since the previous videos were released.
4th October 2019 - 12:40
*@Brian Smith* I'm sorry that it took so long. There were some delays but they second chapter is finally out now.
6th October 2019 - 07:15
*@Julien Kaspar* Thank you!
6th October 2019 - 14:58
*@Julien Kaspar* There’s no need to apologize, Julien. I completely understand that things often get moved around and reprioritized. This is such a good training course so far that I am impatient for the release of the next set of videos.
7th October 2019 - 00:52
*@Brian Smith* Thanks a lot!
20th January 2020 - 19:30
any updates on clean retopology chapter?
21st January 2020 - 11:02
*@ultimateronsu17* Sorry this is taking so long. The planning for the course changed but we haven't properly communicated yet how. Each chapter became much larger like they are their own courses, that's one reason why it's taking so long.
We'll announce how we will move forward soon.
3rd February 2020 - 16:34
*@Julien Kaspar* thanks for the reply. Thanks for communicating. I really have a burning desire to get good at making 3d models so this course means a lot to me.
I appreciate your hard work and thank you for taking the time to teach us. Peace be upon you and have a blessed day!
7th March 2020 - 20:21
Why would this not be compatible with game development? If I create a character like this, then rig it, I can just export it into Unity or Unreal and animate it there, right?
8th March 2020 - 12:24
*@davomyan* Its focused on film productions. There are optimisations you need to do and limitations to keep in mind for each render-engine when making the assets.
Not every asset just works in any engine.
13th March 2020 - 20:51
*@Julien Kaspar* Got it, thanks
18th April 2020 - 18:24
*@Julien Kaspar* I would still like to follow this course as a first step to making game characters since it seems to cover quite a lot. Would I be correct in thinking that the main changes to make to this kind of model for game development would just be to reduce poly count, rig in a simplified way, etc? Thank you!
20th April 2020 - 11:36
*@Wyatt Chalifoux* Well there are various differences. During the sculpting process there's is potentially no difference.
But to give a rundown of some of the differences:
The retopology needs to be unsubdivided and triangulated, which means all the most important shapes need to be in the model by default.
Any detailed shapes and surfaces are usually achieved with bump & normal maps, which are more accurate to bake with triangulated geometry and by inserting sharp edges in the shading on steep angles on the geometry.
Displacement maps are also not that common.
The UVs are much more tightly packed and often arranged in a way that most objects fit onto as few textures as possible for performance reasons.
RMA-maps are also common where multiple b/w textures are put into a single texture by giving each a color channel (RGB).
The file format for the texures also varies since you want to go for something compressed and light for games and detailed and high resolution for films.
Even though I won't get into rigging there are also more limitations and differences there.
But apart from these technical differences there are usually also differences in the workflow.
For example you would sometimes have to make a dummy character after the blocking that can be used already as a placeholder in the game engine.
25th May 2020 - 08:45
*@Julien Kaspar* Thank you so much for all the information and the long response! This course has been awesome so far.
31st May 2020 - 19:44
*@Julien Kaspar* First of all, I hope you're doing well and safe from this COVID-19 situation. I should like to add a question to this topic; can you recommend to us any good material or source which cover the game character creation process ? (maybe as a timelapse project to see the difference between both workflows). Thanks for your work and thank you in advance for the response!
2nd June 2020 - 12:05
*@Iván Olivares* I don't have any specific recommendations but there seem to be many high quality gaming asset/character courses on cubebrush and flippednormals.
I can recommend to read through the polycount wiki though.
3rd June 2020 - 13:03
*@Julien Kaspar* Thanks 4 the info Julien!
25th April 2020 - 16:32
I want to do animation with the characters created in this course. It seems that there are many polygons. Can I use it for animation?
28th April 2020 - 11:00
*@a.yuyus.52419211* The retopology examples from this course should be good for rigging and animation, yes.
Here's the ready to animate version of Rain as an example:
23rd May 2020 - 21:32
Yay, now I can learn how to make characters like Pixar and Blender Studio :D
11th September 2020 - 09:14
Hi Julian. Thanks for the amazing tutorial you have made. I have made two sculpts watching your videos. Link to the second ( https://www.artstation.com/artwork/rAXmOJ ). I still haven't seen the retpology videos so these models are with high vertex count.
14th September 2020 - 07:38
So, I saw you said this is for film? It can't be used for games? Oh sorry, I checked the comments and I'm reading why now.
27th August 2019 - 02:32
Please captions or subtitles. kindly vitalik
8th April 2020 - 18:22
i tried downloading krista and pure ref but i was having problem downloading
23rd May 2020 - 05:20
Is there a 2.8 version of the Rigging Tutorial?
25th May 2020 - 10:12
*@a.yuyus.52419211* There is no rigging tutorial in this course but everything should be enough up to date for 2.83.