This is a video showing the process of sculpting Renn (now Lenn), my D&D character who was majorly inspired by Vivi from Final Fantasy IX and the fairies from The Legend of Zelda. It shows the entire process of creating a 3D character design from scratch. I experimented with some things that were new to me, like Blender's cloth sculpting brush, cloth simulation, Stable Diffusion, and 3-point lighting. This video was supposed to be just a quick video, but it ended up taking much longer than I thought it would. I definitely need to find a better workflow for these. 😅
I hope you all enjoy!
Tutorials Referenced:
Blender Guru: https://www.youtube.com/watch?v=HlrgFS8AMMU
PixelicaCG: https://www.youtube.com/watch?v=W-N8o5ew-4s
SouthernShotty: https://www.youtube.com/watch?v=3SiZCxaNM28
Artists Shown:
Apo: https://displate.com/displate/251124
Rafa Quaresma: https://www.artstation.com/artwork/DvWgNE
renecordovart: https://www.instagram.com/renecordovart
Music Used:
A Place to Call Home: https://www.youtube.com/watch?v=NdQuypPplKY
Various Songs from the Tunic OST: https://www.youtube.com/playlist?list=PLjm8AqDqXtLMhO20cwAcjRIlgtyIRaCdK
Chapters
00:00 Intro
01:19 Gathering Reference
01:52 Making the Concept
04:30 Modeling the Base Mesh
05:35 Sculpting the Scarf
06:34 Posing the Character
07:55 Cloth Simulation for the Sleeves
08:04 Sculpting the Sleeves
08:43 Cloth Simulation for the Cape
09:12 Sculpting the Cape
09:31 Sculpting the Hood
10:50 Sculpting the Sleeves
11:30 Materials
13:07 Posing the "Face"
13:34 Lighting
14:24 Finishing Touches
15:01 Overview
15:16 The Good
15:35 The Bad
16:34 Outro
My D&D character died.
Well, at least half of them did. But that still means
they need new art for their token. So in this video, I'm going to show
you the entire process of creating a concept from scratch and turning
it into a finished 3D render. But before that, let me give a
little bit of backstory for my character, Renn. I was inspired to
make Renn after I saw this image of Vivi by an
artist named Apo on Displate. I love the character, and after
seeing this beautiful piece of him, I wanted t
o play a D&D character that was like
him, but I had to make him unique somehow. It's interesting to me how you never
get to see what Vivi actually looks like. His face is just
sort of a black void with two glowing eyes. This
gave me the strangest idea. What if those two
glowing dots were Vivi? Creatures that controlled him like
some kind of mech made of clothes. Those eyes kind of remind me of the fairies from Zelda,
so that's what I settled on. Yep, I basically played
as two fairies in a trench
coat. Lenn and Raana were
like brother and sister. Nothing could break their bond. Nothing except death, which
unfortunately came for Raana, leaving Lenn all
alone. So now that the little guy is literally half
the character he used to be, we're going to have to give
him a new design. So let's get to it. So to start off this process, I
go to Pinterest to gather some reference. I gather enough
material to get a decent image in my head for what
I want to go for. I'll go around and I'll
pick images
that have certain aspects I like,
even if it's just like an art style or just like a
certain piece of clothing. If it makes sense to
put on the character or try it out, I will take it and put it in my little board here. The
little box, by the way, is a program called Pure
Ref, and it quickly allows you to create a mood
board by just clicking and dragging images
into it. And it's actually pay what you want, so
I recommend picking it up. So the first step in actually
creating the concept would us
ually be to draw it. But even though I'm decent at
making 3D models, I'm terrible at drawing. So this time I'm
experimenting with a different approach. I'm going
to use Stable Diffusion to make an image to base the model off
of. I know this AI stuff is very controversial, and for very valid
reasons, but I just wanted to mess around with
this as an experiment to see if this thing could
be used in a workflow to generate
traditional art. With all that said, if this isn't your
cup of tea and you jus
t want to skip over
the AI segment of this video, you can either skip to the timestamp on screen right now, or
just skip to the next chapter. But with all that out of the way, here's the process. So I
start typing in a prompt and having Stable
Diffusion generate some images. Here I'm using the
model SDXL Turbo, which is a newer model that
just allows you to make lower quality images, but
pretty much instantaneously as you type. This was
actually the main reason I chose to use this
workflow. The
standard models work better for
detail, but on my setup, this is just a lot easier to
work in, especially for just a quick and dirty concept like I wanted. After I generated all these
images, it's time to sort through all of them. So what I'm doing here is I'm
specifically looking for pieces that I like. For example, in
this character concept I used the best hood, the
best robes, and I also took some sleeves that I like
the look of. I take all these images and kit bash
them together using my ima
ge editing software
Krita. You can use Photoshop for this, but I just
like Krita because it's free and it gets the
job done. So I just do some light editing to the
photos and as I'm mashing these disparate pieces
together. It doesn't have to be perfect as we're
going to do another pass after this. As you can
see, I already took the base image and I'm now
applying a hood and now here I'm just applying
some sleeves making them blend into the image
well enough at least. The first hood looked good,
but I really wanted to try this other option
because it just looked a bit less basic and generic
and I just really like how it added like a flowing
sort of aspect to the character. So after some
minor touch-ups, I took that image and put it
back into stable diffusion as something to
generate off of. So now it's just essentially making
minor tweaks to this specific image. I run it
through a few times until I find something that
looks good and once I do, I take that image back
into Krita to do som
e final finishing touches and
that's one finished concept. Here I also tried
to really push the limits of how specific I
can get with stable diffusion by generating an
angle where the character is facing away
from the camera, but it just kept giving me nonsense. So just like everything else, AI has some benefits but also
some downsides, especially for this specific use case. I quickly brushed up with a couple tutorials on the cloth
brush, specifically these two from PixelicaCG as well as
the Don
ut Man himself, Blender Guru. So here we're actually
starting the sculpting process. The first step is
to set up a base mesh, so after setting up
the reference image in the background, I
decide to start with the eye. So there are a few
pieces to this character. There are three cloaks that are sort of stacked on top of each
other in layers, and there's also the scarf and the hood itself. So here I'm laying
out like the most basic forms of all of
these shapes before I start sculpting. For those of
you who are curious about
how Ranna left the picture, here's the story. On one of their adventures, they were
surrounded by a swarm of zombie plague rats. Lenn was bitten, and we spent a huge
portion of the campaign trying to find a cure. Eventually, one of the party members made a deal with an
evil entity in exchange for a wish But when he used it to cure Lenn, a worse version of the
disease took hold of Raana instead. Right before she was about to turn into a monster, she tore
herself away fr
om her brother and burned herself
into cinders using her magic. Pretty dark, huh? Here I'm using the
dynamic cloth brush to make some clothing folds
very simply on this robe. Next I decide to move on to the scarf. I use the cloth brush to give me a
start and sort of refine and exaggerate the folds until they
look pretty well detailed. So here I'm indenting like the main
fold that I can see here on the reference. It's just a lot of smoothing and just making sure
everything looks as nice as it can
. A little bit of detail about the
scarf is when Lenn and Raana were still together. and their body was still
made of like red and blue cloth. Raana controlled all the red
cloth, while Lenn controlled all of the blue. As you can see from
the concept, the scarf I'm making is going to
be red in the final model. That's because this is the last scrap
of cloth Raana left behind before she passed. Lenn keeps it with him
as a way to honor her memory. *chuckle*
Depressed yet? So here's where I start tr
ying the
cloth simulation, and I realize that I'm gonna have to pose the
character before this is gonna work. Because the cloth
simulation is working pretty much fine. The real issue is that it's
calculating against this just generic pose. So I focus on getting the pose
right before I finish modeling the character. In order to get a
clear idea of what I should be going for, I use
a program called DesignDoll to help me with the process. It's basically just
like a little action figure that you can
pose in
3D space with very simple controls. Don't mind the fact that it
looks like an Eldritch Abomination. That's just, you know, sometimes you have to get your hands
dirty when making art like this. But I use this to rough out the pose. and give me something to start off of. I wanted to go for
something that felt sort of pensive and reluctant,
but still carrying forward. I ended up changing a few
things with the pose later on. And when I get there, I'll explain what those changes
were and why
I made them. So this is the first
time I've had to pose something before finishing the modeling process. That means that unless I
want to redo some of this work and put this guy
back in a pose or a T pose, I can't really rig him effectively. So that's a little bit of
a downside with this workflow. So using the pose
brush in the sculpt mode, I took the sleeves and
I just started bending them into place until I got
something I was pretty happy with. I used a cloth simulation
to simulate how they
would just fall naturally. This character is
very childlike in nature, so I wanted to
emphasize that by just having these sleeves that were
way too long that sort of added to his naive appearance. So I changed some details of the pose. Namely, I made him grasp at a scarf, which is the last thing
that remains from Raana, his sister. I figured it would give it a little bit of a sentimental touch. And I think it adds to the piece a lot for those who know the
backstory of the character. There's just
a lot of noodling around
here just to get the look and shape right. Then here I decide I
want some dynamicism in the pose. So I go for a sort of billowing
wind effect with all the layers of cloth. I'm really happy with this decision
and I think it really pays off in the end. So here the cloth simulation was
just really like just grinding to a halt because of how
complex all the geometries were. So what I did was I duplicated
my mesh that I wanted to collide with and I used the decimate
modifier
to simplify the mesh while keeping most of the shape intact so the computer could have an
easier time of processing everything. But even so, there were still a
lot of issues with the cloth in general. I looked up some fixes for this and
they just said to increase the quality steps but when I
increased the collision quality steps it actually
just made the problem worse. And oddly enough, turning
the quality of the collisions down actually fixed the
problem for the most part. At least for me to g
et
a decent enough initial look. So here we're
finally moving on to the hood itself, just
adding a little bit of detail to this horribly simple base mesh. Just enough so I can use the multi-res modifier and really just
hone in on getting the shapes looking right. So I ended up tilting the entire hood
to the right, as I just sort of liked the way that the model was
looking from that angle. So here is where I
made the choice to have the final camera angle
go a little bit off center. And I think my
favorite instance of
using the cloth brush is around is right around here when I sculpt
the details of the hood. All I do is like just gently collapse
in the hood a little bit and it just man, it looks so natural with such little effort. So after we masked out the entire
hood, because I like the general shape of it, I go around and I sort of use the
cloth brush to drag up and crease the cape, just sort of
wrinkling it up at the neck area to get that sort of
layered and ruffled appearance. I was
originally
going to use cloth simulation on this, but the cloth
brush for this particular case worked out so well that I just stuck
with it and used it for the entire thing. I'm making the cloth a bit more
stylized and wavy in that sine wave pattern, just getting that wavy look specifically toward the camera
really adds a lot to this I think. And here we go. The sleeve on the left looks great, like fantastic, but the sleeve
on the right just wasn't working out for me. It just
looked odd somehow
, so I spend probably about an
hour or more just on the sleeve and trying to get to
look correct. And the end result is... passable,
I suppose, but I just couldn't work on it anymore.
It was too much. Yeah, this is where the finicky
nature of the cloth brush really came into
effect. It was either doing nothing at all or
just making the sleeve implode in on itself. It was a hassle, but I
eventually got something acceptable out of it. So here I'm going through and applying textures to all the
diff
erent parts and pieces. I decided to use textures from Polygon because they just had
the perfect amount of textures I needed for this
piece and their add-on made it really simple to
just apply them in one click. So in my mind,
Len's outfit was always just cobbled together
from a bunch of disparate materials and pieces. So to emphasize that in the design, I decided to give each
piece a different material. For example, the
innermost is just a very simple cotton. Above that, the
sleeves and the coa
t above that are made of a
sort of weaved material, like a sewn material almost. And then the cloak
above that, just below the hood, is more of a
fancier, warmer material. I'm not sure what it is, but it
looks like something you'd buy at Macy's. I don't know. And just to keep
that smooth look, I used this simple cotton
texture on the hood and the cape. I don't usually
texture my characters, I usually just leave them in a
solid colored state, almost like a clay. But for
this one, since he was mad
e of cloth and I just
need to get a little bit of texturing under my belt, I decided
to give it the extra detail it deserves. It was looking pretty good, but I remembered I found a
tip online from Southern Shotty who gave some tips for
creating realistic looking cloth fabrics. The tip he gave in this video was specifically to use a
little bit of sheen on fabrics even if they're not made of velvet,
which is what it's typically used for. It's not perfectly
realistic, but by adding the sheen it jus
t
adds a little bit of visual interest and a softer light effect to
the cloth, which I really wanted to go for. So after getting the material sorted
out, I tried to sculpt the hood in such a way that it gave a sort of expression to
the character, but it was tough to figure out. I actually ended up looking for reference in the form of
Pleakly from Lilo and Stitch. I see it was the only Cyclops character I could think of that
would make a sad expression. And yeah, I tried my best to
get it to work
, but it was pretty tough. I'm not sure if it reads
very clearly in the final piece. And now as for the lighting, I looked
up a very simple three-point lighting setup, which is
essentially a key light, which is your main light, fill light to lessen the contrast of the
shadows, and then a rim light, which outlines the
character and sort of makes them pop. I ended up
altering the setup a little bit with a second fill light, just to sort of really get those shadows not as dark. I really needed to m
ake sure that the innermost parts were lit
enough so you can distinguish the forms in there and
give it a little bit more clarity. I also added a little spotlight to the grasping gesture to
bring attention to it and tinted it red, just to
imply that there's still a connection to Raana there, either if she's there with him in spirit or if
he's just remembering her as he clutches it. That's sort of ambiguous. So for the colors
of the different materials, I knew I wanted the
outermost layer to be t
he lightest. So I just worked down from there and just decided that
each layer going more inward would be a little bit darker, just to get a sort of gradient going to add a little visual interest. And here is a last minute detail. I decided to add a belt to just imply that he has some adventuring gear on him. Since the character
is just a bundle of cloth and a lot of his body is covered, I could just sort of add a belt and your mind will fill in the details of where the actual
pouches and contai
ners could be. So luckily that actually
ended up saving me some time. And after I gave it a quick render, that is a finished 3D D&D character. Very nice. So I'd like to go over what went well in this project and
what really kind of didn't. First thing is I really
like how the cloth folds turned out. They really have
this sort of stylized wavy texture to them
that I'm pretty happy with. In terms of the design itself and how it matches up to what
I imagine when I play him, I'm really happy with ho
w close it
was to my original vision of the character. The first and the
biggest thing is the silhouette. If we look at it here, it just sort
of all blends together into like a clump. That might just be the nature of the character, because even
if I had his arms outstretched to the sides, it would still be tough
for him to really break the silhouette of all the layers that are on him. So I think that's just a side
effect of how the character is designed. I'm not really sure
how I would go about
fixing that, because the
character is just so layered. I mean, he's literally made of clothes. If you guys have any suggestions of how I could have made the
silhouette a little better for this character,
I'd love to hear them in the comments,
because I'm honestly at a loss. I'm just happy it
looks as good as it does. The other thing that
sort of doesn't sit right with me all the way
is the expression I think doesn't read very well. Does it read as sad? Does it look like he's looking at the scarf
that he's
holding, or does that just sort of get lost? Let me know what you guys think. And that about does it. Thank you so much for watching this
breakdown of how I made this little character. I really appreciate you
watching all the way to the end. If you guys could share your thoughts on what you thought
about the process, or the end result, or anything in
between, just go ahead and let me know. Comments mean the world to me. Thanks again, and I
hope you have a good one.
Comments
Really nice video! I loved how you explained the whole process and the story behind it, good job.
Great video! This was really cool. Hope to see more like it
😢 rip ranna. Great video regardless of trauma!
This is an awesome video! I loved your character concept and the 3d modelling was done very well. RIP Ranna