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Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
Procedural Shading Fundamentals
Stylized Character Workflow

Training types
Course Documentation Production Lesson Workshop

Training categories
Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Wing It!
2023
Charge
2022
Sprite Fright
2021
Spring
2019
Project Highlights
Project DogWalk
Interactive
Gold
Showcase
BCON24 Identity
Showcase
Fighting with Grease Pencil
Article
Course
Stylized Character Workflow
Intro
  1. 01

    Introduction

    Free
  2. 02

    Introduction Update

    Free
1: Head Sculpting
  1. 01

    Defining Goals

    Free
  2. 02

    Research

  3. 03

    Blender Setup

  4. 04

    Sculpting a Primitive Head Shape

  5. 05

    Sculpting a complete Planar Head

  6. 06

    Smoothing the Planar Head

  7. 07

    Stylising the Head Sculpt

  8. 08

    Timelapse: Sculpting Rain's Head

    Free
  9. 09

    Timelapse: Vertex Painting

  10. 10

    Timelapse: Sculpting Hair

  11. 11

    Timelapse: Head Design Variations

  12. 12

    Timelapse: Finishing Rain's Head Design

2: Body & Outfit Sculpting
  1. 01

    Creating a Primitive Body

    Free
  2. 02

    Sculpting the Planar Torso

  3. 03

    Sculpting the Planar Arms & Legs

  4. 04

    Sculpting the Planar Hands & Feet

  5. 05

    Smoothing & Stylising the Body

  6. 06

    Creating Clothing Basemeshes

  7. 07

    Update: Optimal Clothing Basemesh

  8. 08

    Modelling additional Basemeshes

  9. 09

    Stretching vs Compression

  10. 10

    Sculpting Wrinkles & Folds

  11. 11

    Polishing the Surfaces

  12. 12

    Finishing the additional Elements

  13. 13

    Timelapse: Sculpting Rains Body

  14. 14

    Timelapse: Rains Autumn Outfit

  15. 15

    Timelapse: Adjusting Proportions and the Outfit

  16. 16

    Timelapse: Rains Summer Outfit

    Free
  17. 17

    Timelapse: Sculpting Rains final Outfit

3: Expression Testing
  1. 01

    Fast & rough Retopology for the Head

  2. 02

    Modelling the inner Head & transferring Details

  3. 03

    Adding the teeth, gums & tongue

  4. 04

    Basic Expression Shapekeys

    Free
  5. 05

    Sculpting an Expression

  6. 06

    Breakdown: Expression Guide Part 1

    Free
  7. 07

    Breakdown: Expression Guide Part 2

  8. 08

    Breakdown: Design Adjustments

  9. 09

    Breakdown: Adding extra Appeal

4: Clean Retopology
  1. 01

    Retopology Introduction

  2. 02

    Creating & Guiding Topology

  3. 03

    Planning the Facial Retopology

    Free
  4. 04

    Retopology Setup

  5. 05

    Facial Retopology - Edge Flow & Articulation

  6. 06

    Update: Strategic 2-Poles

  7. 07

    Facial Retopology - Patches & Poles

  8. 08

    Facial Retopology - Creases & Tweaking

  9. 09

    Timelapse: Head Retopology

  10. 10

    Timelapse: Body Retopology

    Free
  11. 11

    Timelapse: Inner Body & Transfering Volume

  12. 12

    Timelapse: Head Objects & Tweaking

  13. 13

    Timelapse: Hair Retopology

  14. 14

    Timelapse: Shirt & Pants Retopology Pt.1

  15. 15

    Timelapse: Shirt & Pants Retopology Pt.2

  16. 16

    Timelapse: Shoe modeling & additional Tweaking

  17. 17

    Timelapse: Scarf Retopology & Finishing Touches

5: Bonus Chapter: Snow
  1. 01

    Timelapse: Sculpting Snow's Head

    Free
  2. 02

    Timelapse: Sculpting Snow's Body

  3. 03

    Timelapse: Polishing Snow

  4. 04

    Timelapse: Sculpting Snow's Outfit

  5. 05

    Timelapse: Remeshing & Adjusting Snow

  6. 06

    Timelapse: Snow's Expression Tests

  7. 07

    Timelapse: Posing Snow

  8. Live: Face Retopology Free
  9. Live: Head Retopology Free
  10. Live: Hair Retopology Free
  11. Live: Upper Body Retopology Free
  12. Live: Body Retopology Free
  13. Live: Retopo tweaks & outfit Free
  14. Live: Outfit Retopology Free
  15. Live: Retopology Finale Free
  16. Live: Body UV Mapping Free
  17. Live: Outfit UV Mapping Free
  18. Live: UV Mapping Finale Free
  19. Live: Base Colors & Preparations Free
  20. Live: Tiles & Procedural Detail Free
  21. Live: Height Map Painting Free
  22. Live: Detail Extraction & Stitches Free
  23. Live: Textures & Procedural Eyes Free
  24. Live: Procedural Skin & Hair Anisotropy Free
  25. Live: Turntable & Hair Textures Free
  26. Live: Baking & Final Renders Free
Bonus Videos
  1. 01

    Youtube Version: Stylized Character Workflow in Blender 2.81

    Free
  2. 02

    Snow Character Creation Recap

    Free
  3. 03

    Sculpting Fundamentals

    Free
  4. 05

    Preventing/Fixing Boolean Errors

Cheat Sheets
  1. Topology Guides - Killing/Directing Loops
  2. Topology Guides - Poles & Edge Flow Free
  3. Topology Guides - Stretching & Pinching
  4. Topology Guides - Hiding Stretching
  5. Topology Guides - Strategic 2-Poles
  6. Topology Guides - Hard-Modeling Creases
  7. Facial Topology - Edge Flow
  8. Facial Topology - Landmarks
  9. Facial Topology - Articulation Free
  10. Facial Topology - Patches & Poles
  11. Facial Topology - Creases
  12. Facial Topology - Deformations
  13. Retopology Setup Free
  14. Body Topology - Seperate Limbs
  15. Body Topology - Joint Loops
  16. Body Topology - Finishing Touches
Course Lesson .blend files
  1. File 1: Head Sculpting Lessons
  2. File 2: Body Sculpting Lessons
  3. File 3: Topology Examples
  4. File 4: Facial Topology & Planning
Final Renders
  1. Rain - Final Render Free
  2. Rain - Turnaround Free
  3. Rain - Turnaround (Clay) Free
  4. Rain - Turnaround (Wire) Free
  5. 05

    Rain - Turntables

    Free
  6. Snow - Final Render Free
  7. Snow - Turnaround Free
  8. Snow - Turnaround (Clay) Free
  9. Snow - Turnaround (Wire) Free
  10. 10

    Snow - Turntables

    Free
  11. Rain & Snow - Final Render Free
Rain - Character Development
  1. 1 - Head Exploration Free
  2. 1 - Head Polish Free
  3. 2 - Body Iterations Free
  4. 2 - Outfit Variations Free
  5. 05

    3 - Expression Tests

    Free
  6. 4 - Retopology Free
  7. 4 - UV unwrapping Free
  8. 08

    5 - Turntable Renders

    Free
  9. 6 - Pose Exploration Free
  10. 10

    6 - Pose Polishing

    Free
Rain .blend files
  1. Rain - File 1: Head Sculpting
  2. Rain - File 2: Body & Outfit Sculpting
  3. Rain - File 3: Expression Tests
  4. Rain - File 4: Retopology & UV mapping
  5. Rain - File 5: Shading & Texturing
  6. Rain - File 6: Posing
  7. Rain - File 7: Lighting & Composition
Snow .blend files
  1. Snow - File 1: Concept
  2. Snow - File 2: Sculpting
  3. Snow - File 3: Testing
  4. Snow - File 4: Retopology
  5. Snow - File 5: UVs & Shading
  6. Snow - File 6: Rendering & Compositing
Snow - Character Development
  1. 1 - Concept Drawings Free
  2. 2 - Head Sculpting Free
  3. 3 - Full Body Sculpting Free
  4. 4 - Outfit Sculpting Free
  5. 05

    5 - Expression Tests

    Free
  6. 6 - Pose test Free
  7. 7 - Retopo (Face) Free
  8. 08

    8 - Retopo (Head)

    Free
  9. 09

    9 - Hair Retopology

    Free
  10. 10

    10 - Body Retopology

    Free
  11. 11

    11 - Outfit Retopology

    Free
  12. 12

    12 - Turntable Tests

    Free
More Resources
  1. Base Meshes Free
  2. Matcap: Default with Specular Free
  3. Matcap: Gradient Free
  4. Matcap: Ghost Free
Addons
  1. Screencast Keys Free
  2. Magic UV Free

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Julien Kaspar
Julien Kaspar Author
License CC-BY
Report Problem
2: Body & Outfit Sculpting

Modelling additional Basemeshes

For this lesson we'll finish the basic base meshes by adding additional elements that will help us sculpt the wrinkles and folds on the clothes.

Other links:
  • Body Sculpting Lessons .blend file: The asset file that contains all of my shown body & clothing sculpts from the chapter 2 lessons. It also includes the Annotation lines shown in the videos.
General Links
  • Short version of the creation of Rain
  • Recap video of the creation of Snow
  • Rain .blend files
  • Snow .blend files
  • Course Resources

Join to leave a comment.

10 comments
Keshav Chaurasia
Keshav Chaurasia
Nov. 2nd, 2022

https://drive.google.com/drive/folders/1_8hRFFbwesSkiLzOaeVFwIXOTAkitj_I?usp=share_link made some progress, I tried both the updated and old methods but the older methods showed better results for me. I want to add a belt loop like a karate belt has that stretches all the wat to the characters feet but i'm conflicted on how to go about doing that...

Abhirama Gopala Dasa
Abhirama Gopala Dasa
Aug. 27th, 2020

You did not give any reference, of what you are going to target...

Shion Fukuzawa
Shion Fukuzawa
June 11th, 2020

Hey Julien, thanks so much for these tutorials! Just for future videos, could you enable feature that shows what keyboard buttons/shortcuts you're pressing?

Julien Kaspar
Julien Kaspar
June 12th, 2020

*@Shion Fukuzawa* You're welcome! Yes I am looking for the ideal way of showing pressed keyboard buttons. The one I always used is not very reliable.

Harald
Harald
March 25th, 2020

this tutorial is amazing, no you are amazing!!! Your knowledge about all the tools and extra features and come up with such creative ideas on making things work and look great is astonishing. How do you come up with that?

Best tutor, better than anyone i know so far!!! Thank you so much for all your work, your tutorials makes the 10 euros a month worth it.

Any possible sites to donate for your hard work?

Julien Kaspar
Julien Kaspar
March 25th, 2020

*@Harald* Thanks a lot! I'm glad you like it ^^
If you want to donate more money then I can recommend the Blender Development Fund.
Helping out the developers at Blender is definitely helping me out as well ;)

Harald
Harald
March 25th, 2020

*@Julien Kaspar* will do for sure

calmels.gaelle
calmels.gaelle
March 13th, 2020

Not finished yet and technically I haven't started the cloth parts, but I am modeling the extra features right now and I wanted to share because I am following the class and trying some things on my own too.

extra question: Do you know if using a blender add-on for cloth simulation could be a better base for large and baggy pants? I tried something with the first two methods you gave (extrude mask and shrink wrap), but my result was terrible.

PS: and I wanted to model a nasty tentacle looking tongue coming from the shoulder mouth. should I model it straight from the start and then pose it?

Image Image Image

Julien Kaspar
Julien Kaspar
March 13th, 2020

*@calmels.gaelle* This is looking insane! I love that you are taking the course as a base-line and apply it to your personal character design.

About the clothes: If you want to simulate it, there are addons and features for Blender but you will have generally less control over the result. It's a bit hard to control a simulation over just modeling it yourself.

In the latest versions there is even the new cloth brush in sculpt mode but it's hard to get precise results from it. If you want to try it out it can give some nice base meshes to start from.

As an alternative way of sculpting the clothes, you could sculpt the pants (as an example) from a solid object with its own volume first and once they are looking like you want them, you can then extract the surface you need to make the pants. This way you can keep using the remesher and resculpt the clothes more easily.

I'll make a bonus video once some new features are in an official Blender release :)

About the tentacle tongue: I can definitely recommend to sculpt it already, either in pose or at first straight and then pose it afterwards. Add all the elements that would be created anyway to see how well they work while you can still freely change the design.

Since your design is so much more exaggerated I can definitely recommend to already think about how these limbs and extra elements will move & deform. There are certain poses and animations that will be harder to create with those big mouths and long sword arm. They also call much more attention to themselves, which can be a problem especially if you want the have him be an actual character with emotional range. The face gets completely overshadowed by the more interesting elements right now. Color & value-contrast can also help to balance this out more so I can recommend to do some rough painting on top of the sculpt with vertex colors.

Comparing the size of the hands, feet and head is also interesting since they are very unbalanced right now. If you would ever have a shot where the hands and the face are interacting or even just visible together, it will be a very noticeable issue. I think these 2 characters by Pedro Conti & Su Yeong Kim are interesting examples for making the viewer look in the right spots, despite the detailed areas or are a good inspiration for more balanced body proportions:

  • https://www.artstation.com/artwork/ErW5v
  • https://www.artstation.com/artwork/Yaybw
calmels.gaelle
calmels.gaelle
March 13th, 2020

*@Julien Kaspar* Thanks for all the information. I'll take a look at these designs in detail. I did not merge the head and hands so I can still change the proportions a bit for sure.

I kind of imagined him dragging the blade behind him on the floor for an idea of his general behavior. Make him even heavier looking

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