
Create a Blender 2.8 game character using 3D tools and grease pencil for 2D animation. Then import into Unity to run, jump, and explore the environment.
Create a low-poly game character head in Blender 2.8 using reference images, a 16-sided cylinder, bevels, and extrudes, then smooth with auto smooth for clean normals.
In Blender 2.8, create the torso from cubes, refine with bevels and auto smooth, use a reference image, then model a center belt cylinder for a future boolean cut.
Name the objects and apply a boolean difference to cut the hips, then extrude legs from the cylinder and refine with loop cuts to maintain quad geometry.
Model the arm from a 16-sided cylinder in Blender 2.8 for game character creation, add a shoulder sphere, bridge edges, and apply smooth shading for a low-poly look.
Organize the scene with named objects and a reference collection, then model a hand using a cylinder, proportional editing, bevels, and a solidify modifier, and apply smoothing for the wrist.
Learn to finish a game character hand in blender 2.8 by attaching an eight-sided cylinder to a square hand hole, bridging edge loops, and smoothing the shading.
Learn to model hair in Blender 2.8 by starting with a cube, using subdivision surface and solidify modifiers, then shaping in edit mode for a smooth, thick hairstyle.
Refine the hair by shaping with proportional editing, moving vertices in edit mode, and deleting interior faces to fit the head, then prepare for UV mapping.
Create uv maps for the character's hips and other pieces, mark seams, unwrap, and pack all islands into a single movie map for textures.
Apply and compare UV mapping methods by unwrapping the head and torso, using a test pattern to minimize texture stretching and hide seams, and finalize seam placement with scale application.
Learn to UV map arms and legs in Blender using the mirror modifier for symmetry, mark seams, unwrap, and pack UV islands into one map to maximize texture resolution.
Create a unified UV map by joining all parts, fix smoothing, place UV islands in the zero-to-one space, pack with margins, and mirror limbs for synchronized texture painting.
Begin texture painting a Blender 2.8 game character by creating a material, adding a color texture slot, painting with the texture paint tool, and saving the color map to disk.
Finish base colors in Blender 2.8 by painting the torso, khaki pants, and black leather jacket with texture paint, sampling colors with the eyedropper, and saving the base color map.
Paint jacket details in Blender 2.8 using texture paint on the torso, customize brush strength and falloff, disable x mirror, add lapels, pockets, and a zipper, and save color maps.
Texture paint the zipper and belt on the Lego character with a silver color, adding dots along the torso, then save the texture and Blender file before sculpting the hair.
Duplicate the hair as its own object, sculpt with Blender's multires modifier, add micro detail with a noise texture, bake a normal map, and apply it to the main character.
Bake a normal map using a new hair material and texture in cycles, apply it to the character, export as fbx, and import into Unity with albedo and normal map.
Determine a one-meter character size, create a basic armature with root, spine1, spine2, neck, and head, and add edge loops at joints to enable bending for upcoming legs and arms.
Set up a t-pose in blender, build an armature, and create arm and leg bones with precise placement, naming, ik on legs, then mirror and parent to the torso.
Adjust bone rotation in Blender 2.8 by setting global transform orientation and aligning the x axis for primary motion, then mirror the limbs around the 3d cursor and flip names.
Align bone roll and set up parented chains, then bind the character to the armature using automatic weights, test in pose mode, and prepare weight painting to correct deform issues.
Learn to use weight painting in Blender 2.8 to adjust bone influence on vertices, switch between add and subtract with brush strength, and remove unwanted influence from hips and arms.
Assign hips to the root bone, remove hip bleed, refine arm and hand influence, and let the neck control the head in preparation for a reverse foot roll rig test.
Master setting up an IK leg rig in Blender 2.8, enabling foot plant and roll from heel to toe and back, using IK chains, constraints, and a target armature.
Create a foot roll rig in Blender with toe roll, heel roll, foot roll, and foot control bones. Test roll directions in pose mode and mirror to the opposite side.
Master foot roll rigging in Blender by parenting the foot, toe, and heel bones to a foot control, then apply copy rotation and limit rotation constraints in local space.
Set up toe and knee controls with copy rotation and IK, keeping toe and heel on the ground; create proxy controls for safe animation.
Refine weight painting to keep the toe and heel planted by assigning the toe to the toe bone and removing unintended influence from the foot and lower leg vertex group.
Create control objects (circle, box, sphere) as placement objects, group them in a collection, delete reference objects, and build bones to guide the controls with proper pivots and 90-degree rotations.
Finish the control object bones for the arms and hands, add foot, knee, and toe controls with precise naming, mirror left to right, and prepare to parent the bones.
Mirror the left side control bones to the right, rename them .l/.r, parent to head and spine, create circle custom shapes, and move them to a bone layer.
Learn to design and place custom shape controls for a Blender 2.8 game character, adjusting hips, arms, and hands with edit and pose modes, scaling, and rotation.
Finish the rig by adding foot, toe, and knee control objects, assign them to layers, bind controls, and color-code center, left, and right bone groups to simplify animation.
Set up a Blender 2.8 2D animation interface with 3D view, align a camera to the head, and prepare a 256x256 texture sequence on a geo base idol for Unity.
Finish the interface set-up by aligning grease pencil and dope sheet timelines, locking time across windows, and then prepare a temporary transparent base idle material with UVs for 2D animation.
Switch to object mode, switch to grease pencil draw mode, create an eyes layer with black fill circle, add a mouth on a black stroke layer, and separate eyebrow layers.
Set a 144-frame idle cycle at 24 fps and use automatic keyframes to pose the arms, hips, spine, and head for a breathing idle that loops with matching ends.
Animate head turns and blinks with keyframes in Blender 2.8, using grease pencil blink layers and rendering to image sequence for Geo face idle.
Render a 2D animation to an image sequence, map it to a geo face idle with a UV island, test result in Unity, and duplicate for run and jump states.
Learn how to prepare a run animation in Blender 2.8: clean and duplicate keyframes, block a six-frame cycle, adjust poses, and save a copy for exporting to Unity.
Refine a Blender 2.8 run cycle by adjusting foot contact and foot roll, hip and arm positions, and duplicating keyframes to smooth poses across frames.
Learn to finish a run cycle by lifting feet off the ground at frames, refining foot roll and hip positions, and locking a determined brow and mouth with grease pencil.
Create a Blender 2.8 game character jump by keyframing the dope sheet and shaping arms, legs, and torso for a snappy Mario-style leap within 24–32 frames.
Design a goofy jumping face in Blender 2.8 by animating the mouth, tongue, teeth, and eyebrows with grease pencil and keyframes, then export to Unity for integration.
Render the jump animation with grease pencil and transparent alpha, export the 3D character and animations as FBX, then import into Unity and convert renders to a sprite sheet.
Create and export sprite sheets using texture packer, assemble 144 idol frames and jump frames into atlases, then import and slice them in Unity’s sprite editor.
Configure a Blender-built character in Unity by setting a humanoid rig, adjusting fingers, and applying textures and materials, then set up a looped idle animation for retargeting animations.
Test retargeting by importing Unity standard assets from the asset store, attach a player idle avatar to the third person controller, and observe knee and spine rotations affect animation transfer.
Set up a simple Unity animator controller for a generic rig, configure idle, run, and jump transitions, and create a basic script to switch the animation parameter 0, 1, 2.
Create a player script to communicate with a character controller and animator, then use up arrow and spacebar to trigger run and jump animations with gravity via moveDirection and time.deltaTime.
Immerse students in animating sprite sheets in Unity for Blender 2.8 game character creation, enabling idle, jump, and run face animations with an animated tiled texture script.
Define public variables for run, idle, and jump face objects in Unity, and toggle them with input to animate movement. Add gravity and a jump force to propel the character.
Configure player movement by adding speed and turn speed, mapping vertical and horizontal inputs to forward motion and y-axis rotation, and testing with delta time, prefabs, and a follow camera.
Thank you for joining me on this journey through game character creation with Blender 2.8; I enjoyed creating this guy and invite you to share your characters using these techniques.
In this course we’ll create a game character using Blender 2.8, and we'll export it to Unity and configure it so we can control it in the game engine.
Throughout the course, you will learn:
3D Modeling in Blender 2.8
UV Mapping
Texturing and Sculpting
Baking a Normal Map
Rigging a Character in Blender 2.8
Animating a 2D Face with Grease Pencil
Creating Animation Cycles for a Video Game
Exporting a Character and Animations from Blender 2.8 to Unity
Creating a C# Script in Unity to Control a Game Character
Beginning with the modeling, we’ll use Blender 2.8 to build all the individual pieces of a Lego character. And then you’ll learn how to UV map each of the parts, and then create an efficient, unified UV map of the entire character. We will use Blender’s texture painting tools to create the clothes of the character, and we’ll use the sculpt tools to create the high res details of the hair. You’ll then learn how to bake a normal map in Blender and apply the textures to the character model.
Next, we’ll work on rigging the character. We will begin with a single bone, and create the rig manually, so you can see how a character rig is built from the ground up. You’ll learn how to create a Foot Roll Rig and how to use Blender 2.8’s new process for creating Custom Shapes to control the character.
Once the rig is done, I’ll show you a cool technique, using Blender 2.8’s new Grease Pencil tools, to animate both a 2D drawn face and a 3D body at the same time. With this technique, we will create the character’s Idle, Run, and Jump animations, ready to be used in a game engine.
You will then learn how to export the character, animations, and textures out of Blender and bring them into the Unity game engine. And here you will learn how to set-up the character in the game and even how to retarget third-party animations onto our character, using Unity’s Humanoid Rig system.
Finally, we will write a simple C# script to incorporate our 2D and 3D animations, and get the character running around the level.
If you’ve ever wanted to create a game character, and are interested in getting up to speed in Blender 2.8, then this course is for you. So join me as we create a game character in Blender 2.8.