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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
Julien Kaspar
Julien Kaspar Author
  • Free
Download English Subtitles
Download .mov   155.3 MB
License CC-BY
Report Problem
3: Expression Testing

Basic Expression Shapekeys

In this video I am showing the general shapekey centric workflow to create the different expression tests and expression test building blocks. I'll demonstrate this with simple closed eyes and open mouth shapes. Afterwards we will be setting up drivers to bring them together.

Other links:
  • Rain - File 3: Expression Tests: The file of the expression tests made for the character Rain.
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.

57 comments
Derick Keplinger
Derick Keplinger
June 2nd, 2024

Was I supposed to apply the multiresolution modifier before doing the shape keys?

Derick Keplinger
Derick Keplinger
June 2nd, 2024

Because it does this weird thing with his jaw for some reason. https://drive.google.com/file/d/1eYQNDz-rsXEKS9NxyeBMHnVljQOLU5hM/view?usp=sharing

kevin
kevin
March 29th, 2023

This is great information. thank you.  I'm trying to follow with rain_cloud3_expressions blend file provided.  But I can't move any of the vertices.  I deleted all shape keys, and vertex groups. made a new shape. I even deleted multi res and subdivision s. modifier.  Any idea what I am missing?

Julien Kaspar
Julien Kaspar
March 30th, 2023

@kevin My first guess was that you can't move any vertices because you are on a Shape Key that has the slider set to 0.0. But if you removed all Shape Keys, then I don't know what's wrong ...

Spencer
Spencer
May 1st, 2022

For the driver bit, there's also a "copy as new driver" button in the right click menu which speeds up the process of creating drivers quite a bit

Dione
Dione
March 16th, 2022

I've copied the data path from the head shape key and added a driver to the teeth bottom, however Its not giving the option to paste the data path into the driver. Am i doing something wrong?

Julien Kaspar
Julien Kaspar
March 18th, 2022

@Dione At some point I've learned an easier way of adding drivers in Blender. Try right clicking on the value of the shape key and click on "Copy as New Driver". Then on the shapekey that should have that driver you can right click on the value and press "Paste Driver". This does the same what I showed in the video but sets everything up for you automatically.

gabriel rebello
gabriel rebello
Feb. 1st, 2022
gabriel rebello
gabriel rebello
Feb. 1st, 2022

MY FIRST 3D MODEL EXPRESSION:

Jonathan Doe
Jonathan Doe
Nov. 29th, 2021

At some point in my mesh these weird yellow splotches appeared in certain areas which are visible in the sculpt mode.

I've double checked for masks but there are none nad vertixes along the edges of these yellow marks do not have sculpt executions applied when made.

Attached is a file and visual example as I cannot discern or google what I'm doing wrong. :'D

https://drive.google.com/drive/u/0/folders/1Oq3311r-SeWuZ44-wRG9icdqQOMbSxtV

Thanks!

Julien Kaspar
Julien Kaspar
Nov. 29th, 2021

@Jonathan Doe These are Face Sets. They are sometimes automatically created when editing the mesh or joining objects. They don't do anything by themselves and can be hidden in the overlays if you don;t intend to use them.

Jonathan Doe
Jonathan Doe
Nov. 30th, 2021

@Julien Kaspar

Thank you! This resolved my issue. : )

Jonathan Doe
Jonathan Doe
Nov. 27th, 2021

📌: I figured out some mistakes I was making on my own and figured I'd leave some notes for any who might have similar basic issues!

📝: Rotating the Mouth

If you're rotating the mouth and the upper lip moves with it: be sure to turn on "show gizmo" ( which I had disabled ). That will allow you to rotate the cursor of influence and create the falloff range for the corner of the mouth like the tutorial.

📝: Enabling "Python Tooltips"

Edit ( toolbar ) > Preferences > Interface > Display > Python Tooltips

Jonathan Doe
Jonathan Doe
Nov. 23rd, 2021

I think I’m doing a mistake with my shape keys around the 4:30 mark where you select vertexes of the eyes and mouth to make vertex groups but hide the rest.

When I’m not hiding anything on the active object and making vertex groups and edit with all my vertexes visible: I have no issues.

Below is where I have issues:

My mesh does not have a mirror modifier, but I am utilizing this mirror method as seen in your video while making shape keys.

When I select my character’s left eye ( pink ) and hide all the vertexes I don’t want to edit so that I can adjust the eyelids, it only takes effect on the left ( pink ) eyelid, not the right ( blue ).

What am I doing wrong?

Here’s my google folder with my files which contains the base file and the one with the error along with images showcasing my issue more clearly.

https://drive.google.com/drive/u/0/folders/1Oq3311r-SeWuZ44-wRG9icdqQOMbSxtV

Thanks!

Julien Kaspar
Julien Kaspar
Nov. 23rd, 2021

@Jonathan Doe I am recommending to use vertex groups as a way to quickly hide and mask parts of the emsh. But since these videos were recorded there is a more direct better way directly in sculpt mode. Try out the face sets feature. That might be clearer and easier.

Jonathan Doe
Jonathan Doe
Nov. 24th, 2021

@Julien Kaspar

I think maybe I asked my question wrong or wasn’t clear.

I decided to take a screenshot of the area where I’m having issues following your model and instructions with mine that better showcase the problem with my question being inside the notes in the google doc. : )

https://drive.google.com/drive/u/0/folders/1Oq3311r-SeWuZ44-wRG9icdqQOMbSxtV

I am sorry my question is long and tedious. :’D But I provided a more detailed image comparison and my most recent file so hopefully it will make sense.

Thank you!

PS: I'll mess around with the face sets feature but from my brief attempt at trying to work with it, it did not seem to help in my current situation ( although I like the practicality behind it ).|

PPS: I updated the google doc with a "question 2" image that better shows what the "question 1" image neglected to show.

Julien Kaspar
Julien Kaspar
Nov. 24th, 2021

@Jonathan Doe When enabling mirror options in edit mode, it only mirrors deformations and transformations. Selecting and editing the topology will not mirror.

Jonathan Doe
Jonathan Doe
Nov. 19th, 2021

Maybe I missed it, but I have a question concerning what you did to "parent" or group Rain's anatomy because yours looks different from mine.

For my test I've used the parent method to hook the individual teeth to the respective gums for articulation and the same for the segments of hair to the scalp and to the body etc.

Of course I'll watch the other videos to see if you cover this in more depth, but based on how your toolbar looks it seems you used a different method with Rain.

Below is a link to my dropbox highlighting your method in comparison to my method.

https://drive.google.com/file/d/1c-xhqnjY9fXk9HfeY1U9WNRYXFXdQbQY/view?usp=sharing

I'd like to follow this tutorial exactly so if there's a video I missed on what it is you did. Please don't hesitate to link me.

Thank you. :D

Julien Kaspar
Julien Kaspar
Nov. 19th, 2021

@Jonathan Doe Since all of the expressions are made with shapekeys and hooked up via drivers to move together, it would make more sense to add shapekeys to the teeth and gums.

Parenting makes more sense when you plan to move the objects instead of the mesh within them. But moving objects and shakekeys together can not so easily be set up with drivers.

Jonathan Doe
Jonathan Doe
Nov. 23rd, 2021

@Julien Kaspar

Sad to say but the concept of “drivers” doesn’t make a lick of sense of me but I’m sure that’s something I’ll come to understand as I watch more videos, lol!

If I don’t understand still, I’ll be sure to hit you back up. : )

Julien Kaspar
Julien Kaspar
Nov. 23rd, 2021

@Jonathan Doe Sorry if it wasn't clear. In essence what drivers do is that they look at one value you specify somewhere, and then copy it.

It's like saying in code x = y. If x is 10, then y is also 10. If you then change x to be 20, then y also changes to 20.

So if you have a shapekey for an open mouth, you can make other shapekeys driven by that one, like shapekeys on the teeth & gums. So if you slide the shapekey for the open mouth to 1, then the other shapekeys also turn to slide to 1. So they move together with only one slider.

You can even do more with drivers but this is the basic concept that is useful here.

Gabriella Wauye
Gabriella Wauye
Nov. 12th, 2021

Ow I couldn't attach it. But I found a way around it. However, I'm having trouble with the drivers. My copying the keyframes doesn't seem to work...the eyebrows, jaws and teeth stay in the same position.

Julien Kaspar
Julien Kaspar
Nov. 12th, 2021

@Gabriella WauyeTo make creating and pasting drivers easier I can recommend to right click on a value and clicking on "Copy as New Driver". Then right click on another value and use "Paste Driver".

Gabriella Wauye
Gabriella Wauye
Nov. 14th, 2021

@Julien Kaspar I've tried doing that. The eyelashes move to the position of the eyelids. But when I move the eyelids after, the lashes remain in the same position.

Julien Kaspar
Julien Kaspar
Nov. 15th, 2021

@Gabriella Wauye Hmm I don't have enough info to find out what could be going wrong, sorry. If you could record a video of your screen, showing what you are doing in full, and showing how it doesn't work, then I could help.

Gabriella Wauye
Gabriella Wauye
Nov. 17th, 2021

@Julien Kaspar https://drive.google.com/drive/folders/1NN8uMk3FQIdiqdNYmH1_7riDhpBiDEN0?usp=sharing

Julien Kaspar
Julien Kaspar
Nov. 17th, 2021

@Gabriella Wauye Ahh! You copied the name of the shapekey as a driver. You need to right click on the value instead.

Gabriella Wauye
Gabriella Wauye
Nov. 17th, 2021

@Julien Kaspar it worked!! Thankyouu:)

Gabriella Wauye
Gabriella Wauye
Nov. 12th, 2021

Hello @Julien Kaspar, this is my mouth shape key process. everything goes alright until I try to sculpt the mouth to smooth the edit mode result, them it deforms like this. Any idea why and how to fix it? I use versiom 2.90.1. I also camt sculpt at resolutiom 0 so ive deem usimg ome

Julien Kaspar
Julien Kaspar
Nov. 12th, 2021

@Gabriella Wauye There's no link to a video in the comment.

Krishnan Potti
Krishnan Potti
June 6th, 2021

thank you for the tutorial, I find this very useful!

Joanne Seale
Joanne Seale
March 9th, 2021

ok sorry i once again read a bit further down through the comments and saw that i needed to click on the value of the shape key not the name...

Joanne Seale
Joanne Seale
March 9th, 2021

Hello, I am stuck again, I am using Blender 2.91 when I right click on the eyelash, closed eye, shape key I do not have all the menu choices and there is no Add Driver menu selection.

Joanne Seale
Joanne Seale
March 9th, 2021

additionally i actually read more of the comments below and clicked on 'sculpt base mesh' and also reduced all subdivisions to zero whilst sculpting... i think this may have resolved the issue!!

Julien Kaspar
Julien Kaspar
March 9th, 2021

@joanneseale Yes you need to sculpt on the lowest resolution. The toggle for "Sculpt Base Mesh" sadly doesn't work with shapekeys. What that toggle does is it lets you sculpt on the lowest resolution while seeing the higher ones.

Joanne Seale
Joanne Seale
March 9th, 2021

Hey Julien, i imported my model into Blender 2.91 to make use of the sculpt in multi res, however when i add the jaw smoothing and clay it stays present on the model when the mouth is closed, is this supposed to happen? If so I will try a work around and try to shape the vertexes instead??

Samaila Sodangi
Samaila Sodangi
July 23rd, 2020

Hello there! This course is great! All of it is gold and i am excited working through every chapter of it. How do i upload images of what i have made from this course?

Julien Kaspar
Julien Kaspar
July 23rd, 2020

*@Sosa* Hopefully it will soon get simpler but so far you have to do it like this: https://github.com/adam-p/markdown-here/wiki/Markdown-Cheatsheet#images

You essentially just embed an image that is already uploaded somewhere on the internet.

Koji Mizuno
Koji Mizuno
June 20th, 2020

Hi, I wanted to add Driver but RMB context menu does not show like below picture. I followed process so I do not know why it is not displayed on my blender 2.83. I suspected to changed "Add Driver" from 2.83 then went to the manual below but it seems not changed. I also tried to Ctrl + D but nothing showed up. Could you please help me why it is not shown to me?

https://docs.blender.org/manual/en/latest/animation/drivers/usage.html#add-driver

Julien Kaspar
Julien Kaspar
June 22nd, 2020

*@madonna* Perhaps you right clicked on the name instead of the value of the shapekey?
I'm also going to make an update video on this but as a tip: Use the "Copy as New Driver" and then just paste the driver on the other shapekeys instead of going through all the steps manually.
This will save a lot of time.

Koji Mizuno
Koji Mizuno
June 22nd, 2020

*@Julien Kaspar* Hi Julien, you are right!. Thank you very much to your response. I also tried to downgrade Blender but nothing change. it is very much aha! Once you told me it is very much easy... I can keep going on the tutorial now. Thank you very much again!

andreanselmo100
andreanselmo100
June 17th, 2020

Hey! I'm loving the videos and really enjoying this whole experience!

I'm just stuck in one little part, my character's head doesnt have the right X symmetry, so I did what you suggested and deleted half and applied the mirror modifier again. However, because I cant move the modifier above the multires when I apply the mirror modifier the mirror half looks very patchy:

I've also tried deleting the multi res, applying the mirror modifier and adding the multi res again, however it doesnt have the same high quality as the original multi res:

Is there anything you can suggest i can do?

Julien Kaspar
Julien Kaspar
June 17th, 2020

*@andreanselmo100* That is actually a really good question. If you delete one side, mirror the other and flip the normals manually, then the details from the multires modifier will be broken.
I found a workaround that I should include in this video soon:
In edit mode press F3 and search for "Symmetrize". You can then define which side get's mirrored and it will not break the multires details.
it will still break all Shapekeys though if you have any.

andreanselmo100
andreanselmo100
June 18th, 2020

*@Julien Kaspar* Thank you!

JacoFourienwu
JacoFourienwu
May 13th, 2020

Hi there i combined my shapekeys together with my eyelids and eyes exactly the way you explained it in the video, but it's not working, when i go into the driver properties of my eye lids the bar where i pasted the path is still highlighted in red and i don't know why, could you maybe help with this?

JacoFourienwu
JacoFourienwu
May 13th, 2020

*@JacoFourienwu* Nevermind i figured it out the 2 values of my shapekeys were different values when i tried to combine it

Show more replies
Julien Kaspar
Julien Kaspar
May 13th, 2020

*@JacoFourienwu* Make sure to use key data blocks and not object or mesh data blocks. Also be sure that the key data block is the right one.

Artur Machura
Artur Machura
May 3rd, 2020

Hi @Julien Kaspar. I am stuck here. Something doesn't work and I can't figure out where I am making something wrong. I use 2.81a version. I don`t have in multires sculpt button. I set up everything on 0 in multires and then I open mouth in edit mode. As in your example, weird things happening under the chin so I go to sculpt mode without changing anything and I smooth everything but it looks like I sculpt on multires even if everything is set up on 0. when I go back to object mode it looks like before without my sculpting but when I change multires to higher value it looks as I sculpted. So I close mouth by setting shape key to 0 and now new crazy thing is happening, when I have multires high but fine when I have multires on 0. I don't know is it a bug or me doing something wrong.

Another thing is how do you keep your hidden part in edit mode still hidden in sculpt mode (~5:40)? When I change from edit to sculpt it doesn't keep it hidden.

Julien Kaspar
Julien Kaspar
May 4th, 2020

*@Artur Machura* The reason why the base resolution is not changing and hidden geometry in edit mode is not hidden in sculpt mode is because you are sculpting on the subdivided version of the object.
The "Sculpt" slider is there to define on which subdivision level you are sculpting when entering sculpt mode.
Sculpting on subdivsions will not translate to the lowest resolution automatically. I'm sorry, I forgot to add additional info to the chapter description. In Blender 2.81-2.83 the multires modifier lost the "Sculpt" slider.
So when entering sculpt mode you will always sculpt on the highest subdivision and if you want to sculpt on the base resolution of the object you need to disable the modifier temporarily. Adding the button to quick favourites will help to make this easier.
It's still inconvenient but if you download the experimental version of 2.90, the multires modifier is finally fixed.

Artur Machura
Artur Machura
May 4th, 2020

*@Julien Kaspar* Thank you. So obvious, why haven't I thought about it. Thank you for the quick reply.

Julien Kaspar
Julien Kaspar
May 4th, 2020

*@Artur Machura* It's obvious once you know it ^^
I will do my best to update some of these videos soon to have this info already in the tutorials.

Artur Machura
Artur Machura
May 4th, 2020

*@Julien Kaspar* I don't think a lot needs to be updated and it that fix would get its way to 2.83 than probably it could stay as it is. This is the first time I get to the point I didn't know what to do but at this same time, I am not a total beginner so as you put it I may know things that for me are obvious now and I overcome other problems that could be difficult for others.

Any new chapter soon on the horizon?

Julien Kaspar
Julien Kaspar
May 4th, 2020

*@Artur Machura* No new chapter yet. Other projects got more priority and I don't know when I can return to the other chapters.

Nly Arivony
Nly Arivony
March 29th, 2020

hello, I'm a bit confused, why doing the expression shapekeys before the clean retopology? does it mean we can't really use the animation in production? I'm really looking for a rigging and animation tutoriel. thanks in advance

Julien Kaspar
Julien Kaspar
March 30th, 2020

*@Nly Arivony* I think I did a poor job explaining this in the introduction of the chapter.
To reiterate on the reasons why this step exists in the character creation:
In past movie productions it happened that we designed, modeled and rigged a character before even figuring out the exact animation style. This caused huge problems during the animation, since the model was not fully supporting all the deformations that needed to happen.
Doing some early expression tests for sculpting has 3 purposes.

  • You end up with a set of sculpted expressions that will be a style reference for rigging and later the pose library in the animation.
  • Any facial proportions that are not working well can still be tweaked so that they won't become an issue later (Like misplaced eyebrows or too small teeth)
  • The amount of compression, stretching and creases will help to later retopologize a more optimal model for rigging to capture not just the shapes of the resting pose but all possible and planned shapes of the animation.

Unfortunately there won't be a rigging tutorial attached to this character but the animation fundamentals course might still add some videos using the Rain rig :)

Nly Arivony
Nly Arivony
March 30th, 2020

*@Julien Kaspar* thanks a lot

godpp23
godpp23
Jan. 14th, 2020

This is just amazing and so well-explained!

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