Chapters 0:01 Introduction 0:28 Modeling the Base - Torso 10:15 Modeling the Base - Boots, Legs 11:10 Modeling the Base - Boots, Feet 15:03 Giving Volume to the Base 15:38 Modeling the Base - Forearm Bracers 16:29 Armor Accents 18:48 Sculpting Finer Details on Armor with Sculpt Mask 23:00 Sculpting Wrinkles 24:01 Wrap-up & Next Video
Wow, your tutorials are abnormally great! Usually, people just gives the basic idea and leaves it up to the viewer to learn more, and while that's a great for learning, its also fantastic to see someone just handle show the whole process off!
Wow your channel is one of the best in the RU-vid definitely. You’re explaining things very well so that people can follow along with you and also most importantly they can understand why exactly they do some process. It’s just fantastic. I wish I had access to this kind of high quality contents when I was getting into 3D stuff a few years ago. Please Keep up the awesome work !
Thanks so much Tomoya, that means a lot! I know they are not the best, I sometimes feel I speed the video up too much because they get too long, but I hope people are finding them helpful overall! Thanks again for your kind words, you put a smile on my face!
Haha lol, I am right there with you! When I learned what retopology was it completely put me off of sculpting and character stuff for a long time haha, the F2 addon helps and there are third party addons like Retopoflow which you can get free in github that make things even easier. Let me know if you need help conquering retopology!
Very helpful video. I've bashed my head against a wall for hours and hours trying to get decent topology of the pelvis. The way you do it simplifies that process so much. I was attempting to follow topology images, "oooh look at our visually appealing topology". I should have just done it like this, and *then* gone back, if I wasn't satisfied w/ how it deformed in animation. Subbed - and will check your other vids for something on shoulders/hands. I hate them both sooo much.
Haha thanks! Yeah me too, topology is always a struggle for me, lots of trial and error, checking and sometimes sadly, redoing! Yeah hands are always a doozy, I feel like I do something different everytime on those haha
VERY IMPRESSIVE WORKFLOW! Trying to get better at modelling and really helped I subscribed. Question. More opinion but I trust yours. I'm making sort of a hobbyist short thing where me and my son are heroes. Hence me here. He wants armor like iron man. Is it better to rig before (base mesh) or after with adding armor to bone relationships? Also is it better to have a (non Uber model. Basic) single object or piecemeal type for animation (nothing fancy not worried about clipping) I appreciate you. I'll send buddies your way
Thanks GC! Oh that's awesome! Your son will love it. I like to model everything, base mesh and armor before rigging but the other way works too. I like to use separate objects but again, one single mesh certainly works as well, a single object can make things more challenging with the topology in my opinion though!
Good tutorial. One question though. What are your thoughts on mask extract? I use both but I'm still a rookie what method should I use or does it come down to preference?
can you make a video series for, a cartoon kids character like Link or Some thing like and thank's for all you made... i am a french speaker but i am training blender with your video because you are going clearly.... Thank's for all
Bien sur! I was thinking of doing a Link character before this one actually! But thought I should try a female first. I will do a Link character next, tres bon idee!
can you tell me about the tris? now you have like 1.5 million. how many do i need for a main game character. etc how many do i need to sell a model for a game. mid to high quality game?
Yeah at this point in the workflow I'm not too concerned with polycount. When I retopologize the model, this model will go down to something like 20k tris. Very generally, for a main game character in a mid to high quality game somewhere between 10k to 30k tris with a 2k or 4k texture map would be fair.
@@RussellMidfield i did also notice that my vertices in object/model mode and layout were completely different locations and sometimes does not even apprea in my edit mode ? any idea?
@@RussellMidfield i somehow got it to work after restarting several times but that also brought up another question for me, how much is this technique impacted by a more mucular character? im currently trying to make like a exo-skeleton/bone armor and not quite sure how i would position the plates on the arms this is my current model im using and the second picture is what im trying to achieve imgur.com/a/Dsc7Onf would love for some tips. would it maybe be better to just model out the plates/scales directly with sculpturing the body?
Hmm that's weird, the first two snap to the face but after that the rest don't?!? Sometimes I find that if I recalculate the normals of the mesh, by selecting all of the vertices in edit mode and then pressing Shift + N it will fix this.
@@RussellMidfield i tried it, same result, i think i didnt angle the arms correctly earlier im gonna try to snap them from front,side view to see if any luck. thanks!
@@RussellMidfield no worries bro, i shaved down the arms a lil in sculpt mode and just created a new single vertex instead of duplicating it and the result was much better! YOURE STILL DA MAN!! also im using blender 2.87 i think so i need to download the new one.
It helps you see the topology better as you work on it. You can do it without it just fine, I just find that without it, it can be hard to see the vertices and faces sometimes because they clip into the high poly sculpt.
Oh that's awesome! It's true, it can overwhelming at first, but its a great program and you will start to find the things that are important to your workflow soon enough!
Haha oh sorry, yeah its a little scary, I had someone else make a similar comment to me earlier as well, I should temporarily color them haha. In the next video I will color them!