
Learn to create professional looking 3D characters in Blender using tools to master Blender. Follow Monica's guidance from beginner to pro and join the growing 3D artists community.
Understand perspective versus orthographic views in Blender, and switch to front, back, left, right, top, and bottom views using the numpad to support character modeling with reference sheets.
Learn to set up front and side reference images in Blender, center and adjust opacity, and lock these references in a collection to model a simple robot.
Name objects and build a basic head in a new mesh collection using a cube, mirror modifier with clipping, and loop cuts, then apply subdivision surface.
Name every object in the outliner to keep the scene organized, then build the body using edit mode, loop cuts, and a mirror with subdivision.
Create the robot's legs in Blender by modeling with a mirror modifier, editing in edit mode, and refining with loop cuts and a subdivision surface.
Build a robotic arm using multiple meshes, starting with a shoulder ball, apply mirror and subdivision surface modifiers, refine with loop cuts, extruding, and smooth shading.
Model the robot claws in Blender by shaping a cube with front view loops and vertex edits, then mirror, subdivide, and join for a sharp, smooth claw.
learn to model a robot chest board in Blender by building cubes and cylinders, arranging them in front and side views, and applying a subdivision surface.
Apply final detailing in Blender to finish a robot model by aligning front and back reference views, using x-ray mode, and refining geometry with inset faces and extrusion.
Build a cartoony mouse by using reference images in blender, placing front and side references with adjustable opacity, and aligning them to guide accurate modelling.
Build a mouse head in Blender using a round cube and the mirror modifier. Use proportional editing in side view, extrude, and apply subdivision surface modifier for a smooth result.
Align the head mesh to the front-view reference in Blender using proportional editing and x ray mode. Use loop tools to create circle geometry and refine the cheeks.
Learn to sculpt a nose in Blender by extruding and shaping front-face geometry, adjusting scale, rotation, and vertices to achieve a natural nose on the head.
Create mouse ears in Blender by entering edit mode, extruding faces, adjusting edges and loops, and refining with subdivision surfaces to achieve a rounded, cute ear shape.
Create a character body in Blender by extruding from the neck, forming loops, applying proportional editing, and refining the belly shape from front and side views for a natural silhouette.
Close the body gap by extruding and scaling the bottom loop, using proportional editing and circle shaping to form a gap, then seal it with loop cuts and quad faces.
Forge a mouse leg in Blender by selecting faces, extruding, and shaping with circles, scaling along the y axis, and adjusting the belly for a rounded form.
Create the mouse feet in Blender using side view reference, extruding and scaling loops, filling holes with quad faces, and refining the shape without relying on a mirror.
Learn to model hands in Blender by extruding wrist edges, forming loops for the hand and thumb, and aligning with a reference image while avoiding triangles.
Create the mouse shirt in Blender by differentiating objects with viewport shading, duplicating the shirt, and editing the mesh with x-ray view, extrude, and scale to fit around the body.
Learn Blender techniques to model a mouse with pants and shirt, duplicating in the outliner, editing in x-ray view, deleting extra faces, and keeping a naked body for clothing swaps.
Learn to create a mouse's shoes in Blender by duplicating and shaping geometry, managing visibility, and ensuring shoes sit outside the body, with future steps on mirror modifiers.
in this blender tutorial, learn to model a mouse tail using the mirror modifiers, extruding and shaping loops, and maintaining symmetry before applying modifiers.
Finish the mouse by adjusting hair placement in front view, creating asymmetry with z-axis rotations, and naming the character Raphael.
In Blender, start head with a cube in a new collection in the outliner, enable mirror with clipping, proportional editing, and X-ray view, shaping via loops.
Learn how to define the eye socket in a Blender head by looping and isolating eye geometry, refining topology with vertices, and using subdivision surface and sculpt tools.
Refine eye geometry by moving and snapping vertices, adjust eyelids to remove the angry look, then extrude and scale to form a rounded edge, previewing with subdivision surface.
Build the nose and mouth topology in Blender by creating loops, adjusting vertices, extruding and merging edges, and previewing with subdivision surface.
Create mouth and nose loops and refine facial geometry in Blender by adjusting vertices, extruding, scaling, and shaping nostrils for a polished character.
Fix nostrils geometry by adding loops, adjusting faces, and shaping circular nostril regions. Extrude and refine with proportional editing and x-ray view, then finalize with smooth or flat shading.
Shape the mouth in edit mode by adjusting vertices, adding loop cuts, and refining lip topology while checking subdivision surface modifier, then extrude inward to form teeth.
Refine lip topology by adding loops and pushing vertices to create fluffy lips and a defined shape, using proportional editing and subdivision for smooth shading.
Refine lip detail in blender by adjusting mouth loops, scaling the lips, and moving vertices with proportional editing for a fuller, better-defined expression, with front and back geometry considerations.
Develop realistic ear topology for a character in blender by uploading a photograph-based reference image in the right view, adjust opacity, and align the mesh.
Build the ear from a reference image, cut topology with the knife tool, extrude inner parts, merge vertices, then join the ear to the head using mirror and subdivision modifiers.
Learn to fit the ear into the head mesh by adjusting vertices, adding loops, bridging gaps, and extruding the inner ear for a more realistic silhouette.
Adjust neck geometry in Blender by resizing the ear, switching to X-ray mode to select faces, extruding and merging vertices, and refining loops for a smooth, well-connected neck topology.
Refine nose topology by merging vertices, deleting interior faces, and adding loops; use extrusion and proportional editing with subdivision surfaces to sculpt a more rounded, realistic nose and nostrils.
Master eyelid geometry by adding a middle loop to sharpen the eye area, adjust vertices, and use the 3d cursor for center alignment to enable clean blinking and animation.
In blender, adjust the front teeth by moving vertices to flatten some, round others, and enlarge the fang for an organic look before continuing with the next step.
Create the tongue for a character in Blender by separating the upper and lower teeth, building a cylinder, shaping it with edit mode, and applying subdivision to refine the form.
Model eyebrows as geometry in Blender by shaping a cube in edit mode, adding loop cuts, and using a mirror modifier to fit the front of the head.
Learn to model and refine eye topology in Blender, using bevels, proportional editing with inverse square falloff, and separate eye meshes for realistic shading and lighting.
Duplicate and rotate a back reference image by 100 degrees to align the torso in Blender, using front and back views for accurate measurements and character modeling.
In Blender, sculpt shoulders from the torso by adjusting loops, using circle shapes, extruding and scaling along axes, and applying flat shading and subdivision for smooth movement.
Adjust the shoulders by widening the back and aligning the arm start using x-ray mode and proportional editing, refining vertices to support clavicle and spine topology for subdivision.
shape the clavicle and spine in Blender by creating a clavicle loop, adjusting vertices and edges, and refining geometry from the front and back views with subdivision.
Learn to shape the pelvis and waist in Blender, refine topology with edge loops, and build legs, using front and back views, x-ray mode, and subdivision for a rounded pelvis.
Create realistic buttocks in Blender by building the base, extruding, refining topology with edge loops, proportional editing, and subdivision surface, then close gaps and smooth for a rounded shape.
Learn to refine character anatomy using sculpt mode in Blender, inflating and moving vertices to smooth buttocks, apply subdivision surfaces, and use proportional editing for natural shaping.
In this Blender tutorial, learners create the breast by adding a side sphere, using the mirror modifier, adjusting segments, and shaping with proportional editing to match the body mesh.
Merge the breast geometry into the body mesh at the most suitable junction, then refine with subdivision surfaces and vertex adjustments to achieve a natural, organic look.
Master leg modeling in Blender by turning the leg loop into a circle, extruding along the Z axis, flattening rotations, adding joint loops, and balancing the shape with proportional editing.
Place detailed hand reference images in the reference image collection, resize and align them for front, back, and side views, then duplicate and rotate as needed.
Use a 12-edged cylinder as the wrist reference, place it in front view, then extrude to form the hand base and add loops with the knife tool to keep quads.
Shape the base of the thumb using inset and extruded, and rotate around the 3D cursor to align vertices and edges.
Create finger topology by selecting loops, beveling edges, and merging triangles into quads, then begin fingernail modeling with a base loop and nail flesh shaping.
Advance fingernail modeling in Blender by extruding and scaling along the y axis, refining thickness, and using subdivision surface for rounded knuckles and fingertips.
Duplicate the finger to create four fingers (excluding the thumb), then position, rotate, and scale them to form a curved hand, using proportional editing and vertex merge.
Join the hand to the body in Blender by aligning the wrist, using ctrl J to merge, and refining loops for seamless topology.
Discover how to set up feet references in Blender, align side, front, and top views, adjust opacity, and organize reference images to guide accurate foot modeling.
Create a basic foot from a 16-vertex cylinder, edit in edit mode, extrude and scale to fit the ankle, delete top/bottom faces, and align with reference images.
Refine the foot mesh by moving vertices, adding loop cuts, and using proportional editing to shape the base of the toes and close holes.
Continue toe modeling in Blender by extruding faces, shaping loops, and beveling to form the toe and toenail, then duplicate it to create the remaining three toes with identical topology.
Learn to join five toes to the foot by merging vertices, disabling subdivision surface on toes, deleting faces, and adjusting topology for a connected mesh ready to attach to body.
Join the foot to the body mesh, refine the geometry with vertex adjustments, merge components, and clean up loops while checking with subdivision surface to finalize the base body.
Change the reference images to marine clothes and start modeling the shirt, pants, and shoes, using the existing references. Make the reference collection clickable and update image paths in properties.
Create the shirt from scratch in Blender, starting with a 12-vertex cylinder, applying modifiers, and extruding to fit the waist, then prepare for the sleeves.
Continue building the shirt in edit mode, extruding and scaling vertices to shape the upper part, refine topology, create arms, and extrude inward.
Continue building the pants in Blender by editing geometry, extruding legs, and shaping the knee topology with loops to create a clean, baggy look.
Create the boot geometry in Blender by adding a 16-vertex cylinder, shaping with proportional editing, extruding and adding loops, and closing gaps to define the sole.
Continue detailing the boot in Blender by extruding and scaling the sole, shaping curves, and refining edges with subdivision surface for smoother geometry.
In this Blender boot tutorial, build the upper around the foot, adjust scale, and shape with extrusion and proportional editing. Learn tongue and side details for a complete boot.
Build the boot geometry by adding typologies, applying subdivision surface, and extruding and scaling edges to define thickness and form.
Refine the boot model in Blender by adjusting vertex definitions, extruding sections, deleting bottom faces, and shaping shoelaces for smooth shading.
Create boot shoelaces in Blender by adding a new object, extruding edges, and shaping vertices, then refine with three cuts to define lace segments on both sides.
Add more topology and smooth the shoelace loop by selectively cutting and moving vertices with proportional editing in x-ray view, shaping a rounded, forward-facing profile ready for the next step.
Convert the border mesh to a curve, apply bevel to set width, and shape with control points in edit mode. Then convert back to a mesh and apply subdivision.
Convert the laces from curve to a mesh, refine with cuts and loops, then apply a subdivision surface modifier for smoother shape, finish with the mirror modifier and join clothes.
Learn scalp-based hair modeling in Blender by blocking a basic scalp cover, duplicating and separating geometry, then shaping with proportional editing to add volume and strands.
Create the hair base by tracing a curved path with a circle bevel, then convert to mesh and mirror to fit the head and ears.
Refine hair base mesh in Blender by adjusting vertices with proportional editing and x-ray mode to expose the ear, close loops, and tighten the hairline before continuing hair part two.
Duplicate and shape medium and thin hair strands in Blender to fill gaps, adjust control points, and avoid overlap, building volume from back to side.
Create and refine side hair strands in Blender by building new paths, scaling and rotating, adding subdivisions, and duplicating thin strands to achieve a natural, textured hairstyle.
In hair part 5, sculpt side hair pieces around the scalp using control points, scale, duplicate, and rotate them for an organic shape, and avoid the mirror modifier.
Build the character’s hair in Blender by shaping sides and bangs with paths, duplicating and adjusting pieces, then convert curves to meshes for wrapping with the body and eyelashes later.
Model eyelashes in Blender by extruding eye faces, shaping with proportional editing, and merging inner faces for a natural look. Preview in wireframe and prepare for shading maps.
Learn to map a character shirt in Blender by creating seams, performing manual unwrapping, and arranging clean UV layouts, using mirror modifiers for symmetrical textures and efficient texture painting.
Mark seams on the pants to separate front and back, apply mirror modifier, unwrap to create front and back pants, then unwrap the eyebrows and scalp into pieces.
Create seams on the arms, legs, and trunk, then separate limbs and unwrap the body step by step, testing mirror and front and back divisions to prepare UV maps.
Learn to unwrap the feet and hands in Blender, separating each toe and finger, creating seams for proper flattening, and planning nail materials as you continue wrapping the body.
Master UV mapping for a Blender character by isolating the face and ears, creating seams for the nostrils and mouth, unwrapping, and preparing the layout for texturing.
Arrange and optimize your character's UV layout by prioritizing the face, organizing body parts, and adjusting rotation and scale to allocate space in the texture map.
Learn to unwrap a boot model in Blender by marking seams around the boot, inside and out, applying a mirror modifier, and arranging uv islands for laces, tongue, and sole.
Learn to unwrap hair in Blender by creating seams for each strand, performing careful unwraps, and rearranging the UV layout while considering the mirror modifier and caps.
Learn to create and assign materials in Blender, map UVs, and texture a character’s skin, hair, eyes, and clothing with multiple approaches.
Texture a character's shirt in Blender using the shader editor, image textures, UV mapping, and a normal map to create a seamless, realistic look.
Create and apply a hand-painted skin texture in Blender by exporting the UV layout, painting in Procreate, and using a roughness map and a subsurface scattering map.
Learn to texture hair in Blender by exporting UV layouts, painting hair textures in an external program, and applying image textures to individual hair pieces with separate materials.
Learn to apply multiple materials to a single blender object by selecting boot parts in edit mode, creating new materials such as sole and shoelaces, and assigning them to faces.
Create a velvet-like boot texture in Blender using procedural materials and color mixing, with a facing-based variation. Add a normal map and adjust UVs for clean tiling without external images.
Develop realistic iris shading by building a radial color ramp, duplicating radial lines, and layering Voronoi and noise textures with a mix rgb node to simulate iris color variation.
Build the iris shading in Blender by wiring nodes into an iris frame, using rgb mix to form pupil and white area, then add highlight and shadow for animation-ready eye.
Add bump texture to the eye using noise texture and VirnetX texture, then set outer eye to transmission with ior 1.41 and low roughness, enabling screen space reflections and refraction.
Create a procedural tongue material in Blender using a voronoi texture, color ramp, and bump, and tune specular, roughness, and transmission for a wet, realistic look.
Create tooth materials in Blender by painting textures and fine-tuning shading values. Learn when to use texture paint versus image textures, adjust specular, roughness, and color for teeth and gums.
Create a base model by closing the mouth, then build a jaw-down shape key using mirror X and proportional editing to enable facial movement.
Create jaw movements with shape keys by duplicating from the base, editing one side (left) and mirroring for the other, then fine-tune rotations, teeth, and lips for expressive poses.
Master shape keys in Blender to create mouth expressions, building a left and right smile and preparing for a future frown, using vertex groups, mirror, and proportional editing.
Create expressive mouth movements by building lip motion with shape keys, lifting the upper lip and lowering the bottom lip, smoothing vertices, and refining with proportional editing.
Create shape keys for lip movements, including a kiss shape and lips pressed together for talking, using proportional editing, rotation, and mirroring to refine upper and lower lips.
Create tongue shape keys in Blender to build expressive mouth poses, including tongue out and up with curl, using mirrored left-right shapes and cheek wrinkles for snarl and l-sound cues.
Explore shape keys for the nose in Blender, creating nose down, nose up, and widened nostrils with targeted vertex edits and duplicate shapes for both sides.
Create eye shape keys in Blender to form squint and blink, using mirrored left and right lids, adjusting vertices, pivot points, and eyelash shapes for expressive eyes.
Learn to use shape keys to craft eyebrow expressions, including angry, sad, and surprise, by adjusting brow geometry and skin movement on both sides with rotation and proportional editing.
Explore shape keys to animate eyebrows in Blender, adjusting upward and downward movements with range controls, rotations, and vertex tweaks, including inverse movement for expressive brows.
Master shape keys for facial animation in Blender by sculpting cheeks with proportional editing, duplicating left and right controls, and refining subtle cheek inward movement.
Master bone parenting in Blender by linking eyebrow, nose, mouth, and other bones to their parent bones with keep offset, enabling coordinated facial deformations.
Explore creating bone-driven drivers in Blender to control mouth and chin shapes using local space transforms, transform channels, shape keys, and generator modifiers within a rig.
Set up constraints on chin bones using a location constraint in local space, define max and min limits on y, x, and z axes to control movement.
We create constrained motion for the mouth corners in local space by applying a limited location constraint, fixing x movement and setting y min and max values on both sides.
Learn to implement drivers for cheeks and squint in Blender using armature bones, local space x and y coordinates, and constrained limits in pose mode for expressive facial control.
Configure eyelid drivers in Blender by linking an object and bones with average-value drivers in local space, invert the motion, and synchronize blink with pose for realistic eyes.
Set eyebrow constraints in Blender with limited location and rotation in local space to limit side-to-side and up-down movement, and create bone drivers for all eyebrow bones.
Create bone shapes using curves and meshes in Blender, organize them in a bone shapes collection, apply custom shapes to armature bones, and color-code left, right, and center groups.
Build bone shapes by creating diamond, rectangle, oval, and triangle components, convert to curves and meshes, add ecosphere microspheres, shape nostrils and jaw, and set origin with rotation and scale.
Apply and customize bone shapes for facial features—eyebrow, diamond, oval, rectangle, and nose—assign colors on the left, and rotate axes to orient the pieces.
Create a tongue rig in Blender using base, mid, and tip bones with bendy bones for smooth deformation, driven by dedicated control bones via copy transforms and constraints.
Create a full body rig in blender by laying out bones from hip to toes, spine, and limbs, then compare forward kinematics and inverse kinematics for natural, efficient movement.
Build the leg rig in Blender with an armature, extruding hip to foot bones, set inverse kinematics with a pole target, and lock zero roll for stable front facing.
Create and position new foot bones, apply inverse kinematics with targets for the heel and toes, and establish parenting to enable heel, toe, and overall foot movements.
Disable inherent rotation on foot bones to prevent knee-driven foot movement. Organize layers: deforming bones on layer two, controllers on layer one, rest on layer three.
Duplicate the leg rig, ensure hip connections are correct, center the cursor at world origin, mirror on the X axis with flip names, then verify rotations in post mode.
Rig the arms using forward kinematics and an escape system to enable varied poses, creating clavicle, upper arm, and lower arm bones with deform controllers.
Create and align finger bones in a Blender armature by adjusting bone roll, extruding joints, and renaming each finger (pinky, ring, middle, index, thumb) for accurate anatomy.
Finish the hand rig by duplicating bones to create controllers, deleting center bones, renaming them, and applying copy rotation constraints in local space to drive finger movement.
Duplicate and mirror arm and hand bones, position and name head rig bones, then extrude neck and head bones and add a head controller with a copy rotation constraint.
Create a hair rig using an armature of bones along each strand, with segments for fluid motion, wiggle bones, and head-centered parenting to simulate natural hair movement.
Master hair rigging in blender by creating bone-based strands, counting uv maps to set rigs, disabling inherit rotation on base strands, and establishing a master bone as the main controller.
Fix rig corrections in blender by aligning the wrist controller and matching arm bone rotations. Create a dedicated hair bone to prevent hair from penetrating the mesh while improving posing.
Rig arms in blender control curves part 2 by adding upper arm, lower arm, wrist, clavicle, and fingers; adjust shapes, rotate, scale, and color left and right.
Rig the feet by adding bone shapes and poles, applying ecosphere and large cube primitives, adjusting rotations and scales, and color-coding bones blue and pink for left and right.
Identify and fix weight painting issues by isolating troublesome bones, zeroing unintended influences, and testing bone-by-bone to ensure the hair, neck, and spine deform the mesh correctly.
Master the final pose by weight painting each hair strand to its bone, then pose with global or local transforms, keyframes, a camera, and render with Eevee or Cycles.
Welcome to the "Ultimate character creation in Blender: From beginner to pro".
In this course we will be using the open-source 3D software, Blender, to learn how to model, texture and rig 3D characters with a professional look.
We will start by getting an overview of the Blender interface, so we can get familiar with it and with all the tools that will be needed for the development of the course. We will get to know all of the very basics, how to navigate around the viewport, manipulate objects on the scene and learn some shortcuts so we can work more efficiently with the software.
When we finish getting the quick run-through of the Blender basics, we will actually start creating some characters. Our first approach to 3D modeling will be by using the box modeling technique which will allow us to model a hard-surface character, we will be using reference images and some primitive 3D shapes to create a Robot.
Then we will create our second character which is a Mouse. Here we will be using the polygon modeling technique which lets us model organic characters.
For our last and biggest project we will be creating a human character. We will use two techniques, the polygon modeling and the curves modeling method. We will make sure to work with the proper edge-flow for animation and we will model the face, body, hands, feet, hair, clothes and shoes, all from scratch.
When we finish modeling the human, we will continue by unwrapping all of the parts of the character creating its UV maps, so we can texture it later. For the shading phase, we will learn different methods that we can use to create materials, such as painting textures in other digital painting softwares, applying textures found in the internet, creating and applying PBR maps, creating procedural textures and using Blender's own Texture Paint tool.
Later on, we will continue with the rigging section. We will be able to create a facial rig using shape keys, bones with drivers and constraints, so our human character can get some facial expressions. Then we will create the body rig by adding bones and following the right method to make them move, we will understand the difference between forward and inverse kinematics and we will be using controllers that will let us pose the character. Afterwards, we will give the bones a nicer look so the rig turns more appealing and intuitive to use.
Lastly, we will assign automatic weights from the rig into the mesh and we will also learn how to paint weights manually with the Weight Paint tool within Blender, so we can change the influence of the bones according to our needs.
In the end, when all of that is done, we will be able to pose our character and we will be ready to use our human character for animation purposes!
So, if you want to be able to create your own 3D characters for animation, this is the right course for you!
By the end of the lessons, you will be completely trained and will have all the necessary skills to build your own characters in Blender.
This course has over 30 hours of content, more than 200 videos and one teacher who just wanted to share her knowledge with fellow 3D artists.
What are you waiting for? Join me as we create professional looking 3D characters with Blender!