This week on making an anime. Let's start our concept frame
using a 3D pipeline in Blender. I always begin projects with a moodboard, a collage of references and inspirations
that you can look back on. The bigger the image, the bigger
the inspiration. Or reference. using this, sketch out the idea
you want to create. I was very rough to save time,
but the better the concept art, the easier and better
the final result will be. I knew I wanted a character flying
through the sky in some dynamic pose
with a weapon. Now that we've jotted down
what we want to create, let's build the model. On a side note,
I was totally new to blender. So if you're a green like me,
you can go to the blender website and watch the basic videos
to get up to speed. This is something I always do
with new software. I also changed my UI
and some of my shortcuts to match Maya,
which is what I'm most comfortable with. Every link from this video will be shared in the description
below. I would always suggest new artists
to go through the full character pipeline building a base mesh,
sculpting, retopology, creating UV’s and face sets. But if you've gone through all that
and you want to save a touch of time, go ahead and start with the human base
meshes very kindly provided by the team
at Blender. Navigate to this link, download the files and sets up your asset browser tab. I got some ideas from these guys
who were a huge help. Getting the asset manager set up will be a very big thing
when we get into full produ
ction. Alrighty. Let's sculpt
starting with the stylized base mesh. Hide the eyes and flatten out this area. A full Eye RIG would be overkill for our end
result, which would be 2D. I started with the jawline by making it very sharp. Using the pinch and scrape tools, create sharp lines on the model where you know you want your line art. If you have references that have character
toys. Study those models. It will help
you understand your sculpt in 3D space and where to place features. Make sure to
work in ORTHOGRAPHIC so you're not working
with lens distortion in mind. Using the grab tool. Adjust the model
to your design and references and before you know it, boom,
we have a face. Now use the pose tool
to start blocking out the character per your concept frame. Don't be afraid to break proportions and get a little out there. Use the grab tool to fix some of these areas
where we've lost volume. Let's pause here and finalize
our layout Scene. Layout, is where we lock our general framing le
ns choice and animation blocking. I changed the lens to a 25 millimeter to get a more stretched perspective, which is what looked
ok me at this point. Now we can go ahead with the sculpt,
with the camera and scene in mind, meaning you're not spending time in areas
you'll never see. Use references as you go
and where you need I needed references specifically
for the feet and hips. For muscles,
I use about three or four tools with the multires modifier
uncheck sculpt base mesh. Start by outlining
your muscle shape
or crease with the draw sharp tool. Hold control to draw extruding lines. Try to find forms and use the scrape tool
to flatten out areas to get a more angular silhouette
and some variation on the surface. Use the grab and inflate tools to build
and preserve a volume. Think about the silhouette
and does it feel solid? Then use the pinch tool to sharpen your lines. The crease tool with a smaller brush size to push down the crease. Then the inflate tool on either
side of the creas
e to make it look like the muscle is folding
on top of the crease. Finally, smoothing out
areas around the crease and at the pinching ends
so that the muscle feels more integrated. I just repeat this all over the body. You can change the MetCap shader
from time to time to see your model in a different light, helping you
identify and fix problem areas. If you're working
with the multi resolution modifier and you see this artifact, use the apply base button to fix the issue,
which tends to do the
trick for me. Let's give him some color for fun. Although be careful
not to get carried away. 3D lighting can often mislead
you in the final 2D product, but it's still good to see. We're using a noise texture
into a mixed color with a dark and light skin
tone, for some soft patchy skin. Then we mix on top,
another higher frequency patchy skin to get some skin color with variation. It looks strong now,
but when we plug this into the principle, BSDF and add a little pink subsurface, it will soften
this effect. Great. Nothing too complicated
as this is only for previs. And before you know it, voila. We have a very naked character. Next week, let's tackle the clothes, props, sword and shoes. As always, if you'd like to follow us
on our journey of making our own anime, Hit the like, subscribe and alert buttons,
even comment! Feel free to follow us on our other socials
and I'll see you next time. Thank you for watching.
Comments
Thanks man😁
Very neked character indeed! Look forward to the next one!
Continue bro don't give up wanna see this
W
Hi all! These are the links from the video if you'd like to check them out :) Blender Starter Tutorials! : https://www.blender.org/support/tutorials/ Free Blender Human Base Mesh: https://www.blender.org/download/demo-files/ https://studio.blender.org/training/stylized-character-workflow/base-meshes/ Blender to Maya UI: Sugar Defender 1 (youtube.com) Blender Character Workflow: https://www.youtube.com/watch?v=f-mx-Jfx9lA
I'm wondering why you didn't juts rig the character, but hey I guess it is just a single static shot.