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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: Face 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
Live: Textures & Procedural Eyes
Live: Procedural Skin & Hair Anisotropy
Live: Turntable & Hair Textures
Live: Baking & Final Renders
Youtube Version: Stylized Character Workflow in Blender 2.81
Snow Character Creation Recap
Preventing/Fixing Boolean Errors
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
File 1: Head Sculpting Lessons
File 2: Body Sculpting Lessons
File 3: Topology Examples
File 4: Facial Topology & Planning
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
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
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
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
Matcap: Default with Specular
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2: Body & Outfit Sculpting
3rd October 2019
For this lesson we will start to further sculpt and refine the primitive objects to get a planar torso sculpt.
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16th April 2020 - 04:36
Help! I followed all the steps above and saved. When I pull my project back up, it looks like everything ballooned and my body is deformed. Do you know how to fix this?
16th April 2020 - 07:22
*@Tookietookiefilms* Crisis averted. I needed to apply my scale as I went along I believe. I am currently going object to object changing the scale to 1 and rotation to 0, then applying all transforms. That seems to fix my problem
28th December 2021 - 00:38
@Tookietookiefilms I'm having the same issue. Tried to go through twice now, both times applying scale along the way. Whenever I quit out and go back in, my body is deformed and ballooned.
28th December 2021 - 19:23
@Willow Davidson I'm still not sure why it's happening, but I figured out what I was doing wrong to solve it. I needed to change scale to 1 in edit mode rather than object mode. Future update: On the off chance someone else experiences this issue, it was because I had auto-keyframe enabled, which was preventing scale from being applied.
23rd May 2020 - 14:03
hey, when i apply remesh to the object(voxel size 0.1m, same as you do), the object's wireframe are bigger comparing to yours because of which while i sclupt i see dimand shape. it is not that fine as you do in the tutorial. is their anything i am doing wrong?
25th May 2020 - 10:10
*@Sundaram* The voxel remesher size is based on the world scale. It's very likely that our characters differ in size, so the example could be 3 meters tall while yours could be 10 meters.
13th September 2021 - 08:17
Question : why not join all muscle primitives and remesh them, sculpt them together? Sculpting one by one would easily making muscle unmatch from each other, because brush will only effect one on them.
13th September 2021 - 11:36
@Zony Zhao Nowadays, with some new features in Blender, I would at some point merge all these objects into a few unified objects. With topology or face set automasking it would then still be really easy to work on them separately or at the same time.
But I wouldn't remesh them unless I would want to start blending them. Having them separate gives you a lot more control for changing the proportions of the muscles.
18th August 2020 - 12:54
How can I fix these holes when i Join some objects?
18th August 2020 - 12:56
When I remesh, why does it turn to this?
18th August 2020 - 14:38
*@Abhirama Gopala Dasa* Very likely either because the object has thickness and it's trying to remesh only a shell but it's too thin,
or because there are big holes in the object, which make the voxel remesher fail to spot the volume of it.
To fill in holes before remeshing: Go to edit mode -> Press F3 and type in "Fill Holes" and use that one.
Then use the little popup window in the corner or press F9 to increase the sides to a huge number so that any size of a hole is filled.
Then try to remesh again.
4th October 2020 - 21:05
Hi Julien, I'm loving this series so far! I've learned so much already and you do a great job of breaking everything down so it feels less intimidating. I wanted to ask your advice on the brushes you're using. I really like the harder edges that you get with the clay strips and crease tools, but I can never seem to get my brushes to look like that. I am using a tablet and have the pressure settings enabled too. I've tried playing with the falloff but it never looks quite right. If there are any custom settings that aren't shown or if you have any advice I'd really appreciate it! Thank you!
5th October 2020 - 11:46
*@Drew Nicolo* I can recommend to reset all brushes that you are using to the default.
11th October 2020 - 15:07
11th October 2020 - 16:07
Hi Julien, when i remesh, why it would different for u doing.
12th October 2020 - 09:44
*@Chien* I don't think I really understand the question. Different how?
13th October 2020 - 13:58
*@Julien Kaspar* if you remesh the model, it would diffuse in the middle. I remesh the model, it would diffuse in the upper right.
13th October 2020 - 14:01
*@Julien Kaspar* https://drive.google.com/file/d/1mu_vAnXqB78k8I1_ymXy-uXhPiQtzvJN/view?usp=sharing
13th October 2020 - 15:23
*@Chien* Well the reason for that is that the top right might be further to the front or back than the rest. It's because of the way the voxel remesher works. There's nothing wrong with that ;)
11th December 2020 - 00:34
Hi Julien. This is my torso so far. I know it needs some polishing but I am trying to move on. When I have sculpted the whole body I will do some readjusting. This series is really helping me improve my sculpting skills. You did a great job on it, I am learning a lot.
Did have some trouble with claystrips brush though, it didn't add much volume on a second pass, it acted sometimes as if it was the smooth brush.
11th December 2020 - 09:40
@Julien Kaspar, I have just seen in previous answers that maybe it would be advisable to reset some brushes. I will try it when I get home. Thanks again for this great series and for taking the time to help beginners like me.
12th April 2022 - 00:01
I don't really have anything to say but I wanted to comment.
12th April 2022 - 00:02
I ment to say: I don't really have anything to say but I just wanted to comment.
12th April 2022 - 14:54
@Jamison Thanks for your comment :D
14th April 2022 - 13:55
@Julien Kaspar thanks