
Explore creating a 3d animated character in Blender 2.9, covering modeling, texturing, rigging, and animating with open source tools, step-by-step with reference images and downloadable project files.
Import reference images in Blender 2.9, place front and side views on the grid, rotate 90 degrees on X and Z, and set height to 1.3 meters for accurate modeling.
Create a 2D loop mask on a plane to map facial muscles in Blender 2.9, then mirror and extrude edges to form mouth and eye loops for believable animation.
Create and refine the loop mask around the eyes and mouth, extruding and scaling edges to form a sunburst pattern that supports future facial animation.
Pull the face into 3d by moving points on the loop mask in Blender's quad view, shaping the nose and lips with y-axis edits.
Adjust the face by smoothing edges and moving vertices, add a temporary eyeball to guide eye placement, and prepare for subdivision surface smoothing.
Apply the subdivision surface modifier to smooth the forehead and extrude the head, then refine topology with proportional editing and reference images for a rounded cartoon head.
Turn on reference images and use quad view to model the head’s back and sides in Blender 2.9, extruding edges, merging vertices, and preparing the neck opening.
Master the neck extrusion in Blender by selecting edges, extruding, and shaping with proportional editing, then refine the neck opening with the loop tools circle feature and 3D cursor adjustments.
Add edge loops around the eyes and mouth to control shape. Extrude and inset faces to form rounded, cartoony ears and refine the ear lobe.
Extrude and shape the inner mouth in Blender, using edit mode and edge extrusion, refine vertices, seal the eye socket, and plan the tongue, gums, and teeth.
Reshape the lips into a rounded, cartoony look by moving and spreading outer and inner edges in edit mode, then extrude and refine the tongue with proportional editing.
Model the gums and teeth inside a character's mouth in Blender 2.9, using loop selections, duplications, a mirror modifier, solidify thickness, clipping, and subdivision for a realistic fit.
Model the top teeth in Blender 2.9 by shaping a cube, editing in edit mode, adding edge loops and a subdivision surface, then mirroring for the other side.
Finish the teeth by mirroring and joining teeth and gums, aligning modifiers, duplicating for bottom teeth, and resizing for proper fit; test mouth opening with proportional editing before rigging.
Create the torso in Blender by extruding the neck edge in edit mode from reference images, then shape with move and scale along x, y, and z to form hips.
Create leg geometry by refining the torso opening, extruding edges downward, and shaping with scale and circle tools in Blender 2.9, then prepare for shoulder holes and arm extrusion.
Delete faces to form opening, shape the arm with a circle, extrude and scale to form forearm, establish three edges for elbow, and use proportional editing to smooth transitions.
Create a cartoony, low-poly finger in Blender using top and front reference images, starting with a six-sided cylinder, bevels, and proportional editing, then duplicate for the others.
Duplicate and extrude fingers to form a hand, adjust sizes and angles, merge vertices, and bridge edge loops to connect fingers into a cohesive hand, preparing for the thumb.
Duplicate a finger to create the thumb, extend and transform its shape with edge loops and vertex moves, then bridge to the hand and refine for a natural palm curve.
Begin by extruding the foot from the leg, shaping the toes, and arching the foot, then duplicate the toes and connect them to the heel.
Use Blender 2.9 to finish the feet by duplicating and shaping toes, extruding toward the heel, bridging and merging edges, then adjusting alignment before modeling clothing in the next section.
Create clothes for the character by selecting and duplicating body faces to form a shirt and shorts, then extrude, puff, flatten edges, and close the neck and sleeves.
Duplicate the base mesh to create shorts, separate into a new object, and refine with proportional editing, edge scaling, and vertex adjustments to fit under the shirt and avoid overlap.
load shoe reference images in a two-panel image editor, then model the shoe sole from a reduced circle, extrude and edit with proportional editing, and rip vertices to separate parts.
Continue shaping the shoe by extruding and moving vertices, adding edge loops, and using proportional editing to refine the ankle opening; prepare for subdivision surfaces and thickness.
Apply a subdivision surface modifier and shade the shoe smooth, refine edges with extrusions for thickness, add grommets and plan shoelaces with a path tool in the next video.
Create shoelaces by drawing a curve path, converting to a mesh, adding thickness with a solidify modifier, and refining with edge loops and a mirror for the second lace.
Create socks around the ankle with a cylinder, refine folds using multi resolution sculpt tools, delete feet for clearance, and save backups for rigging.
Prepare the model for UV mapping by cleaning up the scene, applying modifiers from the top down, deleting temporary objects, deleting faces under the clothes, and joining all parts.
Map the shirt by marking seams, unwrap the mesh into UV islands, and apply a stripe texture with a UV test pattern to ensure uniform texture without excessive stretching.
Map seams on shorts and shoes, unwrap UVs with angle-based or conformal methods, hide seams to keep textures clean, and optimize geometry by removing hidden faces.
Map the legs and arms in Blender by marking seams, unwrap, and pack UV islands into a 0-1 square; duplicate and mirror the arm to rejoin with the body.
Learn to map the head in Blender 2.9 by adding mouth and tongue seams, unwrapping with conformal and angle-based methods, and fixing overlapping UVs before reorganizing the full UV map.
Learn to organize a character's UV map by resizing islands to equal scale using the average island scale, pack them into the zero-to-one space without overlap, and group related islands.
Learn how to UV map the eyes and teeth for a Blender 2.9 character using smart UV project, seams, and island packing, with scale correction and object separation.
Leverage uv maps to establish and assign materials to character parts, using textures and shader editor controls for base color, metallic, and roughness.
Export the character's UV map as an image, open it in Carita, and apply fabric textures to the shirt and shorts, creating a color map for Blender.
Learn to create and apply a color map for a Blender character by importing fabric textures, transforming and tiling them, exporting the color map, and tweaking color with RGB curves.
Generate a normal map from the color map in Krita using height to normal map, then apply it in Blender via a normal map node and adjust strength.
Apply normal maps to the clothing and eyes, adjust eye textures via UV mapping and mirroring in Blender 2.9. Learn texture painting for skin, freckles, and nails.
Begin texture painting in Blender by removing the normal map, creating a new texture slot for the skin base color, painting the UVs, and saving the image texture to disk.
Paint skin details in blender by adding a 'details' texture slot, using alpha to reveal skin, and mix rgb nodes to color lips, eyes, ears, cheeks, and nails with symmetry.
Create a freckles brush texture in Blender by exporting a texture with alpha, load it as a brush with random mapping and dot stroke, then paint freckles on the skin.
Paint shirt stripes in Blender 2.9 by adding a texture slot and using an RGB mix with alpha, then refine and save the shirt stripes texture.
Set up lighting and environment textures in Blender to preview hair in render, create a scalp, and build hair with a particle system, adjusting length, roughness, and interpolation for realism.
Texture hair in Blender with color variation via a color ramp and hair info node, adjust strand steps to match render, and set up a camera for final rendering.
Learn to groom a blender 2.9 character's hair by cutting and combing with particle edit, using reference images, adjusting length, and tweaking specular and roughness for a natural look.
Duplicate scalp geometry to form eyebrows, size and place them, apply a hair particle system, then shrinkwrap to the head and mirror an eyebrow object for symmetry in Blender 2.9.
Enable the Rigify add-on, create a human meta rig to fit the character, and organize into a character rig collection with lights. Place joints from front and side views.
Place the finger joints starting with the thumb, center each joint on its three-edge bend, and use front, top, and quad views to roll them so x axis points up.
Scale the head bones and set the 3D cursor to align facial joints in Blender 2.9. Use reference diagrams to place brows, eyes, nose, and mouth joints on the skin.
Continue refining the face joints by adjusting jaw, mouth, and cheek bones, centering eye joints, and snapping ears to the cursor using alt-z and shift-s for precision.
Add eyelids by creating edge loops and using topology-based mirroring to keep vertex and texture alignment during eye movement and bone placement, adjusting UVs to accommodate new geometry.
Arrange eyelid joints by placing center bones on the eyelids, aligning to the mesh with a reference image, snapping origins, and tweaking positioning for a realistic eye rig.
Complete the meta rig by placing teeth, gums, and tongue bones, aligning joints, and preparing to bind the mesh to the rig for believable deformation.
Generate the rig with control objects and align the arm, hand, and fingers along the x axis to fix alignment before re-generating for proper front view alignment.
Explore rig layers and control objects in Blender 2.9, turning layers on and off and using IK vs FK to position arms and legs for cartoon animation.
Hide the rig, edit the control widgets in edit mode to resize and reposition them, then hide the widgets again and turn the rig back on for accessible, scaled controls.
Bind the character to the rig using automatic weights, then refine with weight painting to adjust bone influences across the mesh. Manage vertex groups and modifier order to optimize binding.
Bind the eyebrows, hair, eyes, and teeth to the rig using automatic weights and bone parenting, and reorder modifiers so the armature drives deformation accurately.
Remove unwanted weights to fix cross-side bone influence, then assign vertices to toe, foot, shin, and thigh vertex groups in edit mode with clear 1.0 and 0.5 weights.
Learn to assign and refine leg weights in blender 2.9 by managing vertex groups, painting weights, and removing unwanted influence from toe, shin, and foot for clean rig deformation.
Apply and fine-tune leg weights in Blender 2.9 by painting weights, mirroring selections, and refining vertex groups so the shorts and foot move with the thigh.
Adjust torso weights in Blender 2.9 by refining vertex groups, removing arm and shoulder influence, and tweaking spine influence to stabilize torso and prepare for arm weight tweaks.
Learn a streamlined method to assign finger weights in Blender 2.9, fixing joint deformations by setting center joints to 50 percent and edges to 25 percent.
Assign weights for the arm to improve realism by adjusting vertex groups for the hand, forearm, upper arm, and shoulder, using weight painting and edge loop selections in edit mode.
Adjust facial weights in Blender 2.9 by cleaning vertex group influences around the jaw and forehead. Fine-tune lips, tongue, and eyes to achieve believability, with eyelid shape keys covered next.
Create a blink with a shape key in Blender 2.9 by adding a Blinkx key, editing eyelid geometry, and mirroring on the x axis, then keyframe and test the rig.
Learn to test a character rig, fix weight painting issues, assign vertex groups for thigh, shin, and foot, smooth transitions, and set keyframes to preview deformation.
Open the animation tab, clean up the scene by creating a character collection, attach reference video at 24 fps, and align the camera to the reference for blocking key poses.
Block key poses for a Blender 2.9 character by creating contact poses, enabling auto keying, and aligning feet, hips, and hands to match the reference video.
Continue shaping contact poses in Blender, adjusting shoulders, hips, and hands between keyframes, while managing overlays and keeping keyframe planning efficient for smoother in-between animation.
Explore refining contact positions in Blender by adjusting hips, feet, and hands to convey weight and gravity, capturing key poses and planning in-betweens and breakdowns.
Learn to animate a character in Blender 2.9 by establishing contact poses and refining ups and downs, foot planting, the passing position, the up position, and head turns.
Master the run cycle by planting the feet and shaping up and down motion with precise keyframes in Blender 2.9, ensuring stable contact and clear timing.
Animate arms, fingers, shoulders, and head by creating arc movements with IK arms, adjusting keyframes for smooth arcs, relaxing hand poses, and aligning shoulder rotation with the motion.
Animate the wave by refining hand, elbow, and finger movements with keyframes, adjustable timing, and rotation and scale edits on the timeline for a natural, expressive wave.
Set up a face camera in Blender 2.9 and parent it to the head bone to keep the face in view, while keyframing eye blinks with shape keys.
Master the basics of lip sync in Blender 2.9 by syncing real actor audio with mouth controls, and speed up animation with mouth bone selection sets.
Continue lip sync animation in Blender 2.9 by refining mouth shapes, tongue control, and jaw timing, using keyframes and global/local orientation, then preview with a test render.
Create a higher quality test render in Blender 2.9 by adjusting lighting, camera focal length, and a white cyclorama, then export an image sequence and a final MPEG video.
Corey guides final tweaks to a Blender 2.9 character, refining lip-sync and eyeblinks, adjusting jaw and hand poses, and preparing a final render via keyframes and the graph editor.
Explore the graph editor in Blender to refine animation by adjusting keyframes and curves, using free handle edits and keyframe deletion to control how the hand drops after a wave.
Fine tune shorts weight painting in Blender 2.9 by removing pelvis and spine vertex groups to stop legs poking through, render and add footsteps and music in video editing tab.
Add and sync music and sound effects in Blender 2.9, using layout, audio tracks, and waveforms to align dialog, footsteps, and music with the character's action for a final render.
Adjusts settings for the final render, syncs the animation to audio by moving keyframes to frame 31, and refines lights, materials, and render options before outputting a final mp4 video.
Reflect on creating an animated character in Blender, recognize the steps require patience, but practice makes it easier, helping you design your characters and imagine any character you can.
Welcome to "Create an Animated Character in Blender 2.9." This course uses only open-source software, Blender and the paint program Krita, to create an animated character from the first polygon to the final rendered animation.
We will begin by first bringing in the reference images of the character. And use Blender’s modeling tools to create the face with proper edge-flow for animation. We’ll create the hands, the feet, and the clothes. And when the modeling is done, we will UV map all the parts of the character, and we will use that UV map for our texturing.
In the texturing phase, we will use Krita to create the textures for the clothes, and Blender’s own Texture Paint tools to paint the details of the skin. You’ll learn how to use Blender’s Particle System to create, cut, and comb the character’s hair.
And then we will use Blender’s Rigify rigging system to set-up the bones of the character. We will bind the character mesh to the rig, and adjust the weights to improve the deformations.
And when all of that is done, we will begin animating the character. You’ll learn how to set-up a reference video in Blender’s interface, how to animate character movements, and how to create lip sync animation for a dialogue track.
In the end, we will add the music and sound effects, and then render the final animation to a video file.
If you’ve ever wanted to create your own 3D animated character, then this course is for you. Using all open-source software, this course goes through every step of the process. So join me, and learn how to Create an Animated Character with Blender 2.9.