This is literally the video I was looking for, Fortnite has the same Galaxy texture that move's in its own space instead of being stuck to the model and I had absolutely no idea how they did it. Although its in Unreal Engine Im sure its done a different way but at least I know where to start instead of being bamboozled.
Man a pet peeve of mine was when some 3D artists would claim to make their models look exactly like the reference image, when there were still some key features missing from the model that the images had. I understand the difficulty it takes to replicate 2d art in 3D, hell I’m trying it myself, but it bothers me when some artists miss very important details like that and then claim it’s exactly like the art work. So I’m very happy that you were able to do what other artists, and I, couldn’t. Now I know it’s possible to make models look straight from 2d, it’s just gonna take more time than I thought.
Your model turned out incredible, so glad the RU-vid algorithm brought me here! I learned so many little tips and tricks in such a short time. I had no idea texture projection was a thing, I'm going to look up more on that and use it too. Thanks for sharing your workflow!
this video was one of the only videos where i could actually understand what was going on!! i LOVE the way you explained re-topology in a way that was so easy to understand!!
This is one of those tutorials that the subject matter is fantastic, and you've done a wonderfully faithful recreation of the original drawing. Kudos to you. I can only imagine how excited the original artist was when they saw your finished result. Amazing.
She's really adorable. She could very well be a character in a cute video game (I know this wasn't the goal, but it still does look like it). I'll need to find a way to remember all of this and put this into my toolbox of knowledge of Blender. Thanks for this great tutorial.
as a college student, this video is amazing. I'm currently working on my capstone work and this video is going to help me out with so much when it comes to doing character modelling for my group
I've been looking for a tutorial like this for 12 months thank you so much for your time and effort for putting out this video... Im grateful for this channel 🙏🏾
I am a 2D artist and I really admire people who can make a 3D sculpture with that 2D feeling and the artistic style of the artists, the 3D field is totally an unknown world to me, but I feel it has so much potential to do anything with unique artistic styles, and I really believe that people who can replicate that essence to perfection are really talented, I loved your model and how you made use of the tools offered by the program, I wish I was so knowledgeable about the subject to make wonders like yours.
My dawg, I have struggled with retopology for so long and you just how to do it so cleanly and easily. I have never considered creating landmarks for the key points like that. I always was using a shrink-wrap modifier and created the landmarks from a single merged point and it was so ass to do.
I just made a model of a cybertruck and it was difficult! Since I’m still a beginner I can’t imagine making something like that but I hope to be able to one day. Great work!
Bruh I was trying to make a character _almost exactly like this_ like a year ago. But gave up because I didnt get the shader looking right. Absolute godsend man.
I do not like how you handled the modeling part, but I very much appreciate the job you've done with shaders and the finishing touches. Every artist has their own modeling process, but what matters the most is the end result, and it definitely looks spectacular
it looks amazing the only thing id have gripes about if i was the creator of the character was that the hair gets a cyan coloring to it as you reach the ends of it and i can see that being a deliberate part of the design. Otherwise really cool and beautiful model!
I hope people realize just how informative this video is. You did an absolutely stellar job on this model, and I've absorbed so much new information just from watching. Thank you for all of these wonderful tips. I will be bookmarking this video for future reference.
This is so cool!!! I see your post on X and I thought it's was done with parallax effect but it's much simpler than that 😲 Would it be more simple for you to use a already rigged base mesh with good topology, pose it and adjust the mesh in sculpt mode?
Yeah it probably would be a bit more simple to use an already rigged and retopologised mesh, but all of the characters I make have very different faces and proportions so I find it easier to do it this way! When using the mannequin, I don't have to worry about weight painting and joints, I can be free to move it however I need to move it and then worry about the topology later
🙀That's a _super-interesting_ Model Sheet approach for a 2D to 3D, Character Design adaptation process! Thanks for presenting it. Because certain 2D designs are fundamentally 'impossible' in 3D space, yet it remains true certain Stylistic idiosyncrasies of drawn 2D Poses can be caught through those non-default, Non-Orthographic or just Perspective, expressive 2D Poses, for assessing a Stylistic refinement of the (Re-)Modelling.
Great work, looks really nice. You do the posing work twice, I wonder if you could re-use the pose you do in the beginning for the actual rig though. Of course there will be the need for some further adjusting but in general that sounds like it should be easily possible.
I could do that, but the way the adjustable mannequin is set up isn't ideal for actually posing a character, it has all sorts of constraints and drivers that I don't actually need, so I prefer to use a clean rig
Been studying Maya for almost 4 years now in college, really wishing Blender was business standard now ;-; (some studios do consider it standard, but a lot of colleges don't teach it sadly)
Amazing work and I learned something interesting for any future projects I might have. correct me if I'm wrong but wouldn't the "Rest Position" Mode in the Object properties of the armature alleviate the task of re-rigging the model to put it into a neutral position or is this just a quirk of having to use the mannequin?
If your intention was to get a t-posing character, why havent you done the following instead? Pose your template, shape it to match the character's proportions Put it at resting mode, keep the original (just in case your model is similar enough that you can transfer weights) then remesh your character so you could start sculpting on it Then once you finished your sculpt, rig it again (or use original model to project their weights into your model if the differences arent too large) And then set it back to pose mode so you could make some matching clothes?