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Blender Certified Trainer Lee Salvemini has recorded, from start to finish, modeling a character suitable for a pre-rendered game cutscene or short film. In the course Lee will guide you through the tools and techniques used in Blender to create the character, from the modeling stage, to posing the character, applying realistic cloth simuation, and finally rendering and compositing the model in an epic scene. All tutorials include helpful pop-up hints and complete audio commentary. Ninja character concept by David Revoy Art Director of the Blender Open Movie, Sintel ( www.sintel.org ).
Bonus chapters include techniques to master 'edge loops' with an introduction to modeling in Blender.
Blender is the free 3D open source software package. You can download the latest version at www.blender.org or use the package included in this course!
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Certificate of completion.
|Section 1: Introduction and Bonus Chapters|
Introduction to this coursePreview
This tutorial gives an introduction to the drastic redesign of Blender between version 2.49 and version 2.5. [Your main start files can be accessed in the supplementary material of this lecture]
|This tutorial gives you a basic introduction to Blender's mesh system, and various techniques for mesh editing and topology in Blender.|
|Section 2: The Head|
|This chapter goes through the modeling of our Ninja character's face. This chapter also acts as a lead-in to Blender's various hotkeys and tools.|
|Part one of this chapter will go through the low detail modeling (blocking) of the mask that covers the Ninja's head.|
|Part two of this chapter takes the blocked out mask model made in the previous part and adds detail to give the look of cloth stretched to the back of the Ninja's head.|
|Part three of this chapter goes through the modeling of the tied cloth at the back of our Ninja's head.|
|Part four of this chapter will explain modeling polygon hair in Blender. Also includes preparation of UV unwrapping for easier texturing.|
|Section 3: Modeling the Torso|
|Part one of this chapter will guide you through the modeling of the Ninja's torso, a medium thick material that shows a hint of the muscular sctructure below.|
|Part two of this chapter will take the modeled torso of the Ninja and add detail to give the appearance of buttoned up cloth, and match our concept art.|
|Section 4: Modeling The Arms|
|In this chapter we will extrude out from the shoulders and model our Ninja's arms up to his wrist.|
|Section 5: Modeling The Hands|
|In this chapter we will model both the Ninja's hands and hand guard, then attach both to our Ninja.|
|Section 6: Modeling The Lower Body|
|In part one of this chapter we model a basic version of the lower body of the Ninja. His trousers, utility belt and shins.|
|In part two of this chapter we create the Ninja's knee armor and add bandages to his shins. Finally we will make needed proportion tweaks.|
|Section 7: Modeling The Tabi|
|In this chapter we will create the Ninja's shoes. This type of Ninja footwear is known as Tabi.|
|Section 8: Modeling The Crest|
|In this chapter we will model the Ninja's skull crest that is placed on the front of his torso.|
|Section 9: Modeling Upper Detail|
|In part one of this chapter we will model smaller details on the upper body of the Ninja.|
|In part two of this chapter we will model the shoulder armor of the Ninja as close to the concept sketch as possible.|
|In part three of this chapter we will model the night vision goggles of the Ninja.|
|In part four of this chapter the modeled goggles will be placed on the Ninja and a strap will be modeled around the neck to complete the upper body details of the Ninja.|
|Section 10: Modeling Lower Detail|
|In part one of this chapter we will add details to the Ninja's utility belt.|
|In part two of this chapter we will model the secondary weapons for the Ninja's belt. I choose to divert a little from the concept art and model a type of Japanese dagger (originally based on a farming tool) called Sai.|
|Section 11: Modeling The Swords|
|In part one of this chapter we will model the Ninja's swords and place them at his back.|
|In part two of this chapter we will model the Ninja's sword sheath and model a rig that attaches the swords to his back. The end of this chapter completes the character to the point it can be textured and rigged. From here we will branch out and create a promotional still for the Ninja.|
|Section 12: Posing The Character|
|In this chapter we will create a static pose of our Ninja (without an armature rig) for the promotional image.|
|Section 13: Cloth Simulation|
|In this chapter we will add cloth simulation to the Ninja for the promotional still. The correct settings for the cloth and forcefields found in this chapter will be useful for when we want to add cloth simulation to the unposed Ninja after rigging or texturing.|
|Section 14: Rendering & Compositing|
|[ Please Note: This chapter uses the Render Branch version of Blender, included in the Supplementary Material of this chapter.]
In part one of this chapter we will create a fitting 'platform' for the Ninja, in this case (for the promotional still) a snowy mountain top. We will apply a global material that we will use to render, and also create Lights and a Camera.
Compositing In The Node Editor
|Section 15: Conclusion|
Worked two years on Star Wars Video Game titles for LucasArts. In 2010 co-founded the 3D Animation training website CG Masters. Lee continues to work in the industry and hopes to keep sharing what he learns with training DVDs, video tutorials, and live/online classes into the future.