
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
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.
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.
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.
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.
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.
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.
Model suspenders for an old stylized character in Blender, focusing on shaping and detailing of the accessory.
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.
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.
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.
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.
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.