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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
5: Bonus Chapter: Snow

Timelapse: Remeshing & Adjusting Snow

This video is showing a bit of polishing & preparation to start with the expression tests. First off I extracted the sculpted clothing to get the open holes back on the objects. I did this on duplicated objects to keep the original intact. I also duplicated all the body objects that were not remeshed yet for multires sculpting and reorganised everything into collections.

For the quad remesher I tried some different settings and kept adjsuting the seed value to get slightly different results until I had something that worked for me and that I could tweak further. For the arms I instead removed the remeshed parts and just extruded them manually for a cleaner (not twisting) topology. Then I shrinkwrapped it back onto the original sculpt. Luckily the hands are already cleaned up with multires. Just try to get something that roughly looks right, just like what I showed with the manual rain retopology for the expression testing. Some adjustments to fix topology errors can still be made in edit mode and smoothed out in sculpt mode.

With the undercut I had issues since the mesh was too thin for the quad remesher to work. I tried removing the thickness by deleting masked areas but that didn’t work either. The current quad remesher implementation is by far not perfect.

Once I had the main body objects remeshed though I joined and bridged them. For this the resolution on the body can be much lower than the head and hands as long as they connect well. This way you avoid unnecessary density in faces on the body when subdividing the object in multires. If there are poles on the neck try to lead them somewhere where they won’t be too visible instead, like the chest.

For the clothes you can just hide the unneeded face sets, mask everything visible and extract the mask. The extracted geometry can then be quad remeshed for multires sculpting. To project the detail from the original sculpt back onto the remesh I created vertex groups for the head, body & hands to target specific surfaces on the shrinkwrap modifier.

But first I wanted to adjust the facial topology a bit to fit the eyes & mouth better, just like with Rain. I also took the chance to remodel the eyebrows to get them in a cleaner state.

I also still like to add a mask modifier to hide the body under the clothes. Just assign a vertex group to define what geometry should be hidden. I also decided to refine the mouth area a bit more in detail for a better result.

With the data transfer modifier you can get back a lot of the vertex colors again.

But regularly comparing the style of clothing & wrinkles between Rain & Snow is really important But also comparing Snow to the previous rough sculpt is a good practice It makes you progress more visible and maybe ome mistakes that you should move back on Enable outlines to see intersections between objects more clearly if everything is in a uniform color I also just kept changing some of the flow of folds to make them more appealing and natural I was also struggling if I should add wrinkles around the chest and armpits because I didn’t want to exaggerate his muscles accidentally But ultimately I added some stretching folds just enough to not leave the area completely undefined Eventually I even tones those back down I already sculpted in some seams with the Draw Sharp brush but the ones on the shoulders were eventually ironed out more I tried experimenting with the Falloff Curve but that didn’t really go anywhere It’s also good to keep it similar to Rains clothing For the pants it was important to me to this time actually get all the detail in there at this stage When sculpting Rain I left the pockets and shoes very rough and had to figure out the style during retopology Use the freedom of sculpting to get this right. It will be easier For Snows pants I started stylising the folds in a bit of a different way Instead of just leading curved lines into each other as hard edges I also started looping them around For bunching together mass this is super appealing Around the knees I tried not to go too small in detail with the folds Some of them started to get too small scale so I kept simplifying them With smooth stroke it’s then easier to palace a seam across the entire pants I did have x-mirror enabled but since the folds are very asymmetrical I needed to draw a bit more over the other side again Hiding the 2 sides via face sets makes it very easy to place the seam on the inside as well

With some more feedback I went in and created some shapekeys to create some variations. I still felt like he didn’t really quite look like the character from the concept so I wanted to adjust some proportions. It’s just very important that you sculpt on the base resolution if you want to work on the shapekeys. Shapekeys are not supported for the multires subdivisions. I also still tried to remesh the undercut hair so I inflated the sculpt with the mesh filter. Afterwards the result was much better but still needed some extra work in edit mode.

Links:
  • Blender Studio YouTube Channel: Here you will be able to find the latest live steams and more.
  • Snow Sculpting File: The sculpting file of this and the following timelapses and live streams.
  • Snow Expression/Pose Testing File: The file that contains all final expression sculpts and the pose sculpt next to 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.

2 comments
julien.renaudot
julien.renaudot
April 15th, 2021

Hi, thanks for the tutorial ! Is quad remesher good for later animation? I'm bored to retopo manually my sculpts, searching a way to get faster and still good result.. any advice for addon, even not free addon? Thanks

Julien Kaspar
Julien Kaspar
April 16th, 2021

@julien.renaudot The quad remesher is sadly not any good for animation. There are some more quad remeshers out there online but they cost a lot more and also won't solve all your problems. For animation ready topology you will need to manually retopologize the model. Some addons like retopoflow can make this more intuitive but it's still going to take effort.

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