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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
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2: Full Body & Outfit Sculpting
3rd October 2019
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.
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13th March 2020 - 16:46
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?
13th March 2020 - 17:52
*@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:
13th March 2020 - 19:02
*@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
25th March 2020 - 00:35
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?
25th March 2020 - 10:10
*@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 ;)
25th March 2020 - 15:08
*@Julien Kaspar* will do for sure
11th June 2020 - 20:08
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?
12th June 2020 - 11:52
*@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.
27th August 2020 - 12:24
You did not give any reference, of what you are going to target...