
Learn to create a production-ready stylized character in Blender from sculpting to texturing, including skin detailing, shrinkwrap, manual topology, and shader setup for animation.
Build head and body blockouts, design and sculpt a stylized old character, then texture paint, add eyes, and develop clothes with retopo and UVs before baking maps for production.
Below is the link to my Anatomy Ref that I use in this course :
https://drive.google.com/file/d/1PchRxKxu6Ump6fJcw_jdq0AY0qMhCOoL/view?usp=drive_link
Block out a skinny, old-stylized body in Blender by shaping the rib cage, neck, shoulders, and torso using an écorché reference and sculpting tools.
Sculpt the legs of a stylized Blender character by defining bone landmarks, muscles, and proportions using references, blocking out volumes, and shaping the silhouette.
Design an old stylized character's face in blender by refining the eyes to be bigger, adjusting the lips, nose, and ears, adding nasolabial folds, and simplifying shapes for believability.
Refine the old stylized character’s body in Blender by adjusting proportions, sculpting torso, arms, legs, and neck, and preparing wrinkles and tendons with base mesh retopology.
Sculpt the hands and feet for the old stylized character in Blender, starting from a base mesh and refining knuckles, tendons, and bony landmarks. Perform retopo and polish to finish.
Download a base mesh from the 3D scan store to capture skin details and save production time, then bake a displacement map with ZBrush and shrink wrap for alignment.
Shrink wrap the body in Blender by creating a vertex group, sculpting, masking, and smoothing to align the mesh and prep for textures.
Polish the old stylized character in Blender by adding wrinkles and skin details with the baked displacement map, while refining the hands and anatomy from collarbone to shoulders.
Polish the back and legs of an old stylized character in Blender, adding muscle overlays, skin blending, wrinkles, and bony landmarks with reference-guided sculpting.
Watch a timelapse of body polishing for an old stylized character in Blender, showcasing finishing touches and smoothing workflows.
polish the face of an old stylized character in blender by refining ears, eyes, nose, and lips with clay strip brush, inflate, and face set masking.
Apply the displacement map to a stylized Blender character, refine UVs, and subdivide to 32 million polygons to reveal skin details like pores and wrinkles.
Add wrinkles to a stylized character in Blender by marking forehead and nasolabial folds, then build volumes with the draw brush and inflate.
Refine the old stylized blender character by smoothing shoulder volumes, fixing hands and nails, adding wrinkles, and preserving skin detail while planning a time-lapse pass and future color with asymmetry.
Watch a timelapse of body fixes for a stylized character in Blender, demonstrating iterative adjustments to anatomy, proportion, and pose to improve overall character design.
Refine the face by adjusting the nose and ears to create subtle asymmetry in Blender, using clay strip, symmetry break, inflate and deflate, and smooth volumes.
Explore body texture painting in blender, creating color, roughness, specular, and subsurface maps, fixing the normal map, baking an 8k color map, and refining shading with HDRI lighting.
Rebuild the character's base colors in Blender using texture paint, painting ears, nose, and eye areas with color variation, test renders, and subsurface scattering adjustments.
Add detail between wrinkles on an old stylized character in blender by blending colors, inserting red darker lines in crevices, removing patches, and baking masks, color ramps, and micro normals.
Import the eye fbx from a purchased pack, replace the default eyes, align them to the head, and create a lens shader with iris adjustments using textures.
Create a mesh around the eyes to form the eye tear line, then apply a highly specular, transparent material with zero roughness and 100% transmission, refined by subdivision.
Explore cloth anatomy by applying gravity-driven fall and identifying tension points to guide wrinkle creation. Distinguish relaxed and compressed wrinkles to sculpt believable clothing in Blender.
Learn practical cloth sculpting in Blender by blocking out a shirt, pants, and boots, marking tension points, applying face sets, remesh and inflate to create stylized wrinkles.
Create suspenders to generate wrinkles and pants tension, block and shape the geometry, apply solidify and subdivision surface to control thickness and smooth transitions under the shirt.
Learn to sculpt shirt cloth for rigging and simulation, marking seams, and painting tension and relaxed wrinkles. Prepare for retopo and refine wrinkles with sleeves, seams, and references.
Master pant and cap sculpting in blender by block-out, using alphas, retopo, and the multires modifier, then bake displacement maps to refine pockets, wrinkles, and suspenders.
Learn to sculpt a stylized shoe in blender, from blockout and volume tweaks to wrinkles and stitches. Prepare for retopo and texturing as you refine laces and soles.
Retopo a stylized Blender character’s shirt and pants using a multi-resolution modifier to add subtle wrinkles, mirror the sleeves, and refine topology with edge loops and snapping.
Learn retopology techniques for creating cap and shoe details on an old stylized character in Blender, focusing on clean topology and efficient mesh flow.
Model suspenders for an old stylized character in Blender, focusing on shaping and detailing of the accessory.
Learn shirt UV mapping and sculpting in Blender, unwrap seams, apply solidify, use cloth alphas and vertex paint, and add wrinkles and buttons for a stylized character shirt.
Retopologize the pant mesh to create clean topology and optimize deformation, then sculpt the stylized old character in Blender to achieve expressive form.
Sculpt the shoes in Blender, applying modifiers and shaping wrinkles, laces, and leather details. Use textures for stitches and work with the multires modifier to smooth surfaces and position seams.
Learn to unwrap UVs in Blender for an old stylized character, marking seams, adjusting thickness, and minimizing stretching across the cap, shirt, sleeves, and pants.
Unwrap the shirt, texture with fabric maps from Poly Haven and AmbientCG, and build a shader with color, normal, displacement, and wear masks.
Explore pants texturing in Blender by applying denim textures with color texture, normal map, and roughness map, using a shader workflow to match thread direction and add dirt and mud.
In this shoe texturing lecture, learn to create authentic stitches by shaping a mesh along a curve, then texture with multi-layer leather materials using masks and shading in Blender.
Learn cap texturing in Blender by applying a denim texture with masks, normal maps, and geometry nodes, plus UV unwrap and baking for cross-scene use and copper seam details.
Learn to create stylized arm, eyebrow, mustache, and beard hairs in Blender using curve-based guides, vertex paint density masks, and interpolation with noise for peach-fuzz volume.
Adjust noise, density, and radius to shape hair strands, sculpt and mask head hair, refine cap alignment, and apply clumping and shader tweaks for a stylized Blender character.
Learn to sculpt peach fuzz and nose hair on a stylized Blender character, adjusting hair density, directionality, masking, and shader-based color for realistic translucency.
Bake a displacement map from multiresolution details to prepare the character for animation in Maya or 3DS Max. Bake color, normal, roughness, specular, and subsurface maps to preserve detail.
Learn to sculpt a smile on an old stylized Blender character by adjusting lips, cheek muscles, and volume in sculpt mode, using face sets and draw brush for natural asymmetry.
My name is Bharat Sharma and I'm Freelance 3D character artist,
This project is one of my favorite's that I have worked on and I wanna share all the info and the workflow through which I was able to create this Stylized Character with the use of free but awesome software called Blender. This workflow does include the use of Zbrush a bit and Photoshop.
We are also gonna be learning to design him and after the design is complete we are gonna do the cloth sculpting as well after that we will be preparing him for animation by baking all the maps
This Course is made for Character artist on intermediate level where we are gonna learn about full Stylized Character creation in Blender which also include Skin Details. We are gonna learn to Sculpt Anatomy, Design Character, Texture painting, Hair grooming using New Hair system which uses Geometry nodes and finally give a Smile.
(You would require to buy a skin asset to do the skin part)
This Course contains
- 24 Hours of Content
- 44 lectures
- Resource files
Software you need for this course
Blender
Zbrush (For a bit)
Photoshop ( or any Image editing Software like Gimp, krita etc )
Watch the Index Video for more Info !!
What will you get with this course.
- 24 hours Lectures
- Final Project Files
- Custom Alphas
- Final render file
You can contact me on Udemy if you have any problems.