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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
Youtube Version: Stylized Character Workflow in Blender 2.81
Snow Character Creation Recap
Preventing/Fixing Boolean Errors
Rain - Turntables
Snow - Turntables
3 - Expression Tests
5 - Turntable Renders
6 - Pose Polishing
5 - Expression Tests
8 - Retopo (Head)
9 - Hair Retopology
10 - Body Retopology
11 - Outfit Retopology
12 - Turntable Tests
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4: Clean Retopology
March 26th, 2020
This is the first part of the shirt & pants retopology timelapse.
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You are building in the cloth folds in the retopo, does applying cloth physics to the clothing items (and tweaking) create too much overhead for animations compared to your basic method?
@Wayne Batchelor Yes, the idea with these characters was to not worry about dynamic clothes. Even if this would be simulated in a mostly automatic way or handled by another FX artist, it makes the animation process more difficult.
These characters are meant to be as easy to animate as possible.
On the body topology everything is set to have a good flow, example; running up the leg and over the back in a continuouis flow. The clothes, particularly the pants, seem to deviate from that. Where you are sculpting in the folds behind the knees, you use a number of diamonds that create five point star posts, this seems to spiral the flow around the knee in different ways. Is this intentional for the folds to open and close more naturally when animating? Does it conflict with the body topology.
@Wayne Batchelor Diamonds are actually not that bad, when placed somewhere they are not stretching too much. I actually made cheat sheets for this course. One of them is showing the folds topology logic a bit more:
These should be fine when rigged and animated, as long as they are on a mostly flat, non deforming surface. Or at least a surface that is mostly compressing, like the back of the knees.
@Julien Kaspar Thanks for the link. I tend to take apart concepts to really get to know them, and the thinking behind them, rather than just skim over tutorials so, I do tend to ask a few more questions than most. My original background was training CAD/CAM systems, even wrote books on procedures for CNC systems so I'm comfortable in 3D space, but character creation and animation are quite a different creature. I have creative projects I want to create for education/entertainment. Thanks for your information and patience.
@Wayne Batchelor You're welcome! I'm glad to answer questions any time :)
Is there a reason why you prefer to model in the folds on the shirt at this stage versus applying a multi-res modifier after the base mesh has been retopologized? Using the multi res modifier to later on adjust details.
@Javier Pineda THere are pros and cons for either. You could just as well sculpt the folds via a multires and even bake them into displacement maps so they only appear in the render on higher resolution.
If they are modeled into the retopoogy, you can be sure to see them on the lowest resolution and they can be better accounted for in rigging and animation. I prefer modeling them in if they are always visible anyway, especially on stylized clothing.
Is there a work flow for animation where a multi-res modifier is applied to a retopologized base mesh rather than retopologizing little bumps in this part of the process?
@Javier Pineda Absolutely. For various movies we had characters with a multires modifier on them for all the shots. Just make sure to have the armature modifier above the multires in the modifier stack.
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