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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 .jpg   167.4 KB
License CC-BY
Report Problem
5: Bonus Chapter: Snow

Live: Body UV Mapping

In this first part for the UV maps I am focusing on giving a full workflow example based on the body. This means placing seams to unwrap the entire body, reducing stretching with pinning and live unwrap, keeping the uv map symmetrical & clean and sorting the head, body & hands onto 3 seperate UDIM tiles. Next time I will go over the clothes and how to handle asymmetric topology well and what UVs are best for clothing in general.

Links:
  • Original Live Steam: If you are interested in watching these live when they come out or the live chat.
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.

13 comments
Wayne Batchelor
Wayne Batchelor
Oct. 25th, 2022

So, if a shape key only applies to vertices in the same object in 3.3, allowing rotation and axis position to change only by editing the vertices directly in an object edit mode, are there other options for a driver in one object to manipulate rotation and position of another object? This would be common in making mechanical gears turn to bring life to machine models.

Wayne Batchelor
Wayne Batchelor
Oct. 25th, 2022

I kept wrestling with the teeth opening and, in the tutorial you are creating a driver from the open mouth and using it to open the teeth objects. Apparently that does not work in 3.3, the driver will not rotate an object. So, the only way around that I was able to come up with was to take the upper teeth and gums and create separate vortex groups so I could more easily color the teeth separate from the gums, I did that for the lower also. I didn't want to stack up drivers so, with the vortex groups set, joined the geometry of the upper teeth/gum and lower teeth gums, leaving me two objects instead of four. Then I joined the geometry of the lower and upper. This gives me one object but, with the vortex groups, I'm able to separate the upper set from the lower easily by "select" vortex group. Now, with all the vertices in the same object, with the body mouth closed and teeth closed, I selected the teeth/gum object and added two shapekeys, the "basis" and "mouth open",  then went back to the body object and opened the mouth, back to the teeth object, selected the mouth open shapekey,  and used the vortex groups to easily select just the bottom teeth/gum setup, rotated that down. Then back to the body, created the driver for the mouth open, back to the teeth/gums and selected that "mouth_open" shapekey and pasted the driver.  That worked. It is going way around the horn to get the same result as in the tutorial.

Wayne Batchelor
Wayne Batchelor
Oct. 23rd, 2022

OK, I've tried every combination on the teeth to get the shape keys to work and nothing works. I tried creating the Basis with the teeth together and the "mouth_open" with the teeth rotated down like the tutorial but, changing the value slider from one to zero has no effect on the rotation. I tried copying the driver from the body, which does work opening the mouth, then pasting on the teeth/tongue, the value turns purple indicating it is attached but when I go back to the body and close the mouth the teeth do not follow, the value does not change either. I went back into the Rain V2.4 model and activated that shape key and tested and it works there. So, back to the character I'm working on (which started with the rain basemesh) and went into the driver editor, there is a driver there but, it just does not connect from the body "open_mouth" to the teeth "open_mouth" . I've been all over the internet looking for an answer but can't find or get one so, I've spent the better part of two days on just that shapekey trying to find a way to make it work and I'll have to skip this section and assume version 3.3 has a shapekey bug. I've also tried this process with the cube both with the shape of the cube changing and a rotation and the shapekey doesn't acknowledge the rotation there either. What stumps me is when I pull up the Rain v2.4 in version 3.3, that "mouth_open" shapekey works on the teeth but, if I add a cube next to Rain, change position of one vertices then rotate the unit a bit, copy the driver from the body to the cube andthe teeth rotate but the cube doesn't using the same driver. So, I looked at whether the shapekey in Rain v2.4 was running on the original shapekey script it was created in a few versions back by deleting the shape keys on the teeth to clear the old code then adding them back the way you have in the tutorial...they didn't work there, the rotation isn't connected to either the value before the driver or after the driver is added. Given that I tried entering the keys and drivers in every permutation, including turning on and off the keys, I'm guessing it is a bug.

Wayne Batchelor
Wayne Batchelor
Oct. 21st, 2022

Also, in the secondary key (mouth-open) on a set of teeth standing by themselves, I moved just one pixel out, to see if that was what was needed to trigger the rotation but, when I go between the keys, the ending angle stays the same and just the pixel moves so, the keys and/or driver, isn't picking up rotation of the object. Is this a bug or, is there another setting that is in 3.3.1 that isn't in the 3.0 the tutorial was made of, or, is it a bug?

Wayne Batchelor
Wayne Batchelor
Oct. 21st, 2022

I started putting the shape keys on the character. The eyes and mouth open work fine. When I put the shape keys on the teeth and the tongue to rotate with the mouth opening, they don't respond, with or without it being set with driver. I tried a number  of combinations then opened a new job, deformed a cube and the shape key worked, then I set a shape key for just rotation on a different new cube, like the tongue and teeth would use, that wouldn't rotate. I watched that part of the video over and over thinking I missed something but the teeth and togue being separate objects don't. I'm using version 3.3.1

Wayne Batchelor
Wayne Batchelor
Oct. 15th, 2022

One other thing, I noted when working on the closed eyes you mentioned at about the 52 minute mark that you wanted to first add a shape key to close the eye so, I did that first to avoid manipulating everything later like in the tutorial...turns out, you can't do that. At the very end, I had everything laid out on the UDIMs and couldn't apply the mirror modifier - because there were shape keys. So, might want to edit that video a bit because it makes for a lot of rework, maybe just an audio correction when you say "shape keys", change it to "close the eyes".

Wayne Batchelor
Wayne Batchelor
Oct. 10th, 2022

Ok, let me try that again. 1. When unwrapping, you mention that you are trying to get the stretching/spacing to indicate blue-green-yellow-orange-red in that order in area stretching, ideally blue but, you isolate parts like the head and scale them to fill the entire image to work on. Just about everything goes to yellow, isn't scaling up like that throwing off your image?  If keeping the stretching in a blue indicator is ideal, shouldn't I just rely on zoom to work the adjusting? 2. You start working the head with the mirror modifier on, giving both halves of the head to work on, which would be tough to keep halves coordinated. Later you kill the mirror modifier off, work the halves in place on the UDIMs, again at different scales, then duplicate the patterns with the mirror modifier being applied, seems like unnecessary to activate the mirror modifier till the end.   Would there be a downside to just working with the half of the mesh with the mirror modifier not applied?  3. You treated the mouth the same way as the eye, breaking it away from the head. Would the same thing be achieved by putting a seam around the mouth in the first place, like on Rain?

Wayne Batchelor
Wayne Batchelor
Oct. 10th, 2022

I'm going through this tutorial, over and over, to get my head around the system before going to the next tutorial. I know there are multiple ways to accomplish the same task so, a few more questions.

Wayne Batchelor
Wayne Batchelor
Sept. 29th, 2022

I'm wrestling with some of the concepts on the face. The seams are including the neck in the face island and that, by the color yellow and some orange on the nose, indicates it needs some work plus the nose needs work because it bulges and stretches the tiles. Having both the neck and face seamed together seems to make it harder to find room to manipulate points. Is there a reason the neck isn't seamed seperate to give more room to work the face? If it is skin texture, which in most cases on a stylized character is fairly consistent, would any seam made under the chin even be noticeable? I can see a realistic character where you may be texturing wrinkles have a seam be a big issue but would that even be an issue with a simple texture like on Snow or Rain?

Julien Kaspar
Julien Kaspar
Sept. 29th, 2022

@Wayne Batchelor Thansk for the questions! I personally like to include the neck and everything visible around the collar of the shirt in the first UDIM. The face and neck textures tend to be very close to the camera and should get a high resolution because of it.

It's a bit hard to rely on the colors if the different UV islands have a different scale. But I'll always try to keep the color of one UV island as consistent as possible and regularly check out the resulting stretching on the 3D model.

I think seams won't end up as too notiicable for film productions. So having a large one under the jaw is ok.  In this case I decided against adding one just because I felt like the resulting UV map is not suffering too bad from it.

Let me know if this didn't answer your question quite right or if you ahve more ;)

Wayne Batchelor
Wayne Batchelor
Sept. 29th, 2022

@Julien Kaspar - Thanks, that makes sense, I guessed that even a relatively smooth skin texture might show a seam if you had close -ups, which I have planned for animation of a particular character.

Jamison
Jamison
April 14th, 2022

how do you get good skin color

Julien Kaspar
Julien Kaspar
April 15th, 2022

@Jamison Lots of reference and trial and error. You can see there workflow in a later timelapse here: https://studio.blender.org/training/stylized-character-workflow/live-base-colors-preparations/

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