
Learn Blender 2.8 character creation from a single polygon through modeling, texturing, rigging, and rendering, including sculpting, transparent materials, and lighting.
Learn Blender 2.8 basics from navigation and selection to object and edit modes, then create geometry with extrude and loop cut to build a candlestick and table.
Place a polygon plane between the nose and lips, enable mirror with clipping, then extrude and shape edge loops around the mouth and eyes toward the center.
In Blender 2.8 character creation, establish and extend edge loops around the mouth and chin to form eye and mouth loops, merge vertices, and adjust for 3D deformation.
Align front and side views by adjusting vertices in edit mode to complete the loop mask, refining the nose, lips, and chin in Blender 2.8 character creation.
Learn to adjust the face in Blender with a subdivision surface modifier, shade smooth, and sculpt vertices to create a cute, appealing character while managing poly count.
Model the top of the head by extruding edge loops, adjusting vertices, and switching to mat cap shading in Blender 2.8, preparing the eyelids and eyeballs.
Model eyes in Blender 2.8 by creating the pupil and cornea from a UV sphere, refining with edge loops and subdivision surface for smooth, light-reflective results.
Place the cornea, pupil, and iris, scale from the object pivot, and mirror for the opposite eye. Then refine eyelids to seal the eyeball.
Master the side of the head and neck in blender 2.8 by extruding edges, merging vertices, and shaping an oval neck, while preparing future reshaping of eyebrows, eyelids, and ears.
Shape the ears in Blender using edge mode, proportional editing, and extrusion, then adjust brows and refine the head to fit the reference image.
Explore shaping the nostrils in Blender by extruding from the inner nostril edge, adjusting vertices, and planning edge loops for the brow, while keeping few points for lip indentation.
Shape the lips by extruding edges, scaling, and adjusting vertices in Blender 2.8, aligning to a reference image and preparing the inner mouth for the next steps.
Model the gums as a separate object paired with the top and bottom teeth, use a mirror modifier, and extrude into shape guided by a reference image.
Duplicate and place premolars and molars, extend the gums, join into one object, apply rotation and scale, and mirror to the bottom while refining merge and alignment.
Develop eyelids and eye geometry in Blender by adding edge loops, extruding to create overlap and bulge, and refining vertices for a softer curve suitable for cartoon characters.
Blender 2.8 character creation guides you to extrude the torso from the neck, center the pivot on the 3d cursor, and scale to match the reference image.
Learn to sculpt leg geometry in Blender 2.8 by selecting edges, extruding, and shaping knees and calves, while maintaining even edge flow and symmetry.
Model the arms in Blender by selecting, deleting faces, and extruding to shape a bendable forearm, elbow, and shoulder aligned to the reference for rigging with inverse kinematics.
Blender 2.8 character creation shows how to model a five-finger hand linked to the arm using eight edges, reference images, fingernails, subdivision, extrusion.
Create finger indentations in Blender 2.8 by adding edge loops at finger joints, using edge split and fill to form creases, then combine fingers into a single hand object.
Adjust and extrude the hand by moving and flattening edge loops toward the wrist, collapse edges between fingers to reduce edge count, and preview with a subdivision surface modifier.
duplicate the finger to form the thumb, separate and position it, align the origin, then bridge edges to attach it to the hand, and refine with vertex edits.
Connect the hand to the arm in Blender 2.8 by aligning edge loops, applying rotation and scale, bridging edges, and joining the hand to the body for a clean result.
Begin the foot in Blender 2.8 by extruding from the ankle to form the heel, then shape, scale, and bridge edge loops while preparing to duplicate big toe and toes.
Finish the feet in Blender 2.8 character creation by modeling the toes, duplicating and merging them, extruding and bridging edge loops, and smoothing vertices to refine the foot's edge flow.
Model a cartoon character's body suit in Blender 2.8 by refining edge flow, smoothing vertices, and extruding cuffs and limbs to fit the back and neck.
Finish the body suit by refining the neck and belt details, extruding edges and using shrink wrap, then sculpt and smooth for a seamless space suit look.
Begin modeling the space suit by updating reference images, creating a torso cylinder, shaping the belt, and adding edge loops and mirroring for symmetrical arms and legs.
Create the boot sole in Blender 2.8 by forming a circle, extruding and shaping it with edge loops, proportional editing, and then build upward to complete the boot.
Name the boot object, switch to quad view, and extrude to shape the toe and heel and top rim with scale and edge loops.
Model a spacesuit glove in Blender 2.8 by forming the palm from a scaled cube, extruding fingers, refining with loop tools, and preparing for multi resolution sculpting.
Advance the space suit by shaping the helmet ring and breastplate with extrusion, scaling, edge loops, and a mirror modifier, then sculpt the white suit around them, including the belt.
Create the breastplate and belt for a space suit by shaping cylinders, extruding edges, joining pieces, and applying auto smooth, then shrink wrap the belt to the suit.
Isolate the knee and elbow pads as separate objects from the space suit, organize them into a collection, and use subdivision surfaces to refine edges for baking normals.
Split the space suit into separate pieces for hard-surface sculpting, apply the multi resolution modifier rather than dyn topo, and keep a low-poly base for rigging with a normal map.
Fix a misaligned mirror by moving the origin back to the grid center. Then sculpt the space suit legs using reference images and brush controls.
Sculpt the upper legs and hips in Blender 2.8 character creation using clay strips, draw brush, pinch and smooth tools; refine edges, add wrinkles, and review front and back views.
Master Blender 2.8 character creation by sculpting the torso and arms, refining elbow pads with subdivision surface and edge loops, and shaping sleeves and creases for a space suit.
Master boot and cuff refinement using subdivision surface modifiers, shade smooth, and added edge loops to sharpen corners, then sculpt wrinkles and adjust the sole fit.
Use a subdivision surface modifier to preview smoothing in edit mode, shape the fingers and knuckles to match the reference, and refine with edge loops before multi-res.
Finish the sculpting of a space suit in Blender 2.8 by applying modifiers, adding edge loops, refining seams with clay strips, and using symmetry to align the helmet.
Refine the helmet base by shaping a sphere, cutting sections, and duplicating cross pieces, then use a mirror modifier and proportional editing to expand and align geometry.
Finish the helmet in Blender 2.8 character creation by modeling earpieces, beveling, and mirroring, then joining into a helmet object, with a face shield and Snoopy cap planned next.
Apply thickness to the Snoopy cap, refine its fit to the head with subdivision surface, extrude and adjust edges, and improve edge flow using knife tool and dissolve edges.
Model headset microphones in Blender 2.8 by building a mouthpiece from a cube, extruding and shaping it, refining with edges and subdivision, and mirroring for symmetrical sides.
Create a chin strap for a character in blender 2.8 by duplicating chin faces, extruding, and adding thickness with the solidify modifier, then refine with mirror and edge loops.
Organize the space suit model in Blender by naming and joining parts, set up for UV mapping and texture application, and save versioned files during refinement.
Bake a normal map to capture high-resolution details from the sculpted space suit. Apply and unify modifiers, merge parts, and organize components for texture mapping.
Explore unwrapping and UV mapping the cap in blender, apply rotation and scale, create a material with an image texture, and test for stretch using a UV grid checker pattern.
Master head uv mapping using a uv test pattern, isolating the head, marking seams, creating a tee pattern, and unwrap to bake a normal map from high to low poly.
Bake a normal map from high-poly sculpt to a low-poly space suit, using an image texture in the node editor and cycles, then save the normal map for efficient rendering.
Learn to assign materials to the head in Blender 2.8 character creation, creating separate materials for the cap, microphones, mouth parts, eyes, and skin using select/deselect and textures.
Adjust materials in Blender 2.8 by tweaking color, metallic, specular, and roughness values using the main shader, testing HDR images to evaluate lighting on the helmet and suit.
Apply eye textures in blender 2.8 for the space suit and eyes using blender cloud textures, image texture nodes, and UV mapping, then adjust scale with a mapping node.
Explore texturing the snoopy cap by exporting a 2048 by 2048 UV layout, painting a color map to fit the movie map, and applying it in Blender.
Learn to texture the face directly in Blender with texture paint, create texture slots, paint base color and lip color, and set up shader nodes for rendering.
Apply facial textures in Blender with texture paint tools, adjusting color, brush strength, and X symmetry to tint lips, cheeks, and eyes, then save and manage image layers.
Explore Blender texture painting on the space suit cloth, including creating texture slots, painting seams, and using rgb curves to simulate gray stripes and depth.
Learn to model character eyelashes in blender 2.8 by creating a polygon plane along the upper and lower eyelids, then unwrap, paint with alpha textures, and export uv maps.
Model, position, and attach eyebrow geometry to the head, unwrap UVs, and paint textures using a reference image to define darker tones and highlights.
Create layered eyebrow textures by adjusting opacity, flow, brush size, and colors with the eyedropper; export as PNG and set up a Blender material with image texture and alpha blend.
Texture the bangs in Blender by painting layered browns, aligning UV islands, adjusting opacity, and setting up alpha transparency on hair planes for a realistic color map.
Prepare the character for rigging by deleting reference images and extras, merging head, cap, and suit after applying modifiers, and keeping facial features under 80,000 faces while grouping eyelashes.
Place facial bones in Blender 2.8 by adjusting cheek, brow, temple, and jaw joints so they barely poke out of the mesh, using multiple views to align them precisely.
Position and align mouth and eye joints in Blender 2.8, placing lip bones, teeth, tongue, and gums, and center eye joints while setting origins for a ready-to-rig character.
Generate the rig by creating the armature and aligning joints for reliable hand controls; bind with automatic weights and use inverse kinematics for intuitive limb motion.
Learn to parent the eyes and teeth to their bones in Blender 2.8, using armature layers and keep transform for reliable rigging.
Adjust Blender bone weights for the face using weight paint and vertex groups, isolating bones, assigning 100% influence to the cap and forehead, and removing influence from hair and hat.
Test and refine facial controls in a blender 2.8 character rig by adjusting head bone weight on bangs, microphones, eyes, and mouth for accurate movement.
Turn on x mirror symmetry to refine hand weights, then paint vertex weights with subtract and mix brushes. Test in pose mode and smooth wrist and finger transitions for rigging.
Paint weights for elbows and knees in Blender 2.8, remove excess influence, and soften transitions with the mix brush to prevent clipping. Use view angles and symmetry to refine bends.
Apply weight painting to smooth torso and belt deformations, balancing arm and chest bone influence, and master parenting the helmet to the chest bone with head and neck follow controls.
Adjust the heel bone’s influence with weight painting, removing excess weight to keep the boot mesh connected, then test the rig by posing to refine weights and transitions.
Place the camera to frame the scene, then view through it to refine the angle, add a star-field hdr environment, and set key, fill, and backlight for shadows.
Learn to create a transparent reflective helmet glass material in Blender 2.8, adjust transmission and lighting for realistic reflections, and prepare a turntable animation.
Create a camera pivot at the center of the grid, parent the camera to it, and spin the camera around with linear interpolation and a cycles modifier to loop infinitely.
Render the animation by outputting 600 frames at 1920x1080, then import the image sequence into Blender's video sequence editor and export a single movie in API raw format.
Join a comprehensive Blender 2.8 character creation journey from modeling the body and spacesuit to UV mapping, materials, textures, rigging, lighting, camera setup, and rendering a turntable animation.
Blender 2.8 is here! And it's time to explore this new frontier of 3D animation with Blender 2.8 Character Creation. This course takes you through everything you need to know to create your own 3D characters.
You'll learn how to:
Model a 3D Character
Use the Sculpt Tools in Blender 2.8
Bake a Normal Map and apply it to a low poly object
Create PBR Materials with the new Eevee Render engine
Use Krita to paint textures
Rig a 3D Character in Blender 2.8
Light and Render a Turntable Animation with Eevee
In this course you'll use Blender 2.8 to model the character's face with proper edge flow, so it will animate believably. You'll learn how to create hands and feet, as well as the character's space suit and helmet. We'll use the Blender 2.8 sculpting tools to create the wrinkles and folds of the space suit. Then you will learn how to bake a normal map to capture the high resolution detail, and apply it to a lower poly version.
We use the new Eevee render engine in Blender 2.8 to create PBR materials for the character. We will also create UV maps so that we can apply textures, to add greater detail to the model. You'll learn how to paint eyelashes and eyebrows in Krita, and map the textures using transparency in Blender.
When the character has been modeled and textured, we will then turn our attention to rigging. You'll learn how to create the underlying skeleton, or armature, that will control the character. And we will pose the character in the scene. We will then go over how to create lights and a turntable animation.
Blender 2.8 is an exciting milestone in the history of Blender. And there's no better time to start learning its new tools and workflows. So join me as we explore the amazing new frontiers of Blender 2.8 Character Creation!