[FINAL, FINAL] CLASS ANNOUNCEMENT #7 (Apr 11, 2018): Thanks to those of you who have responded to the Questionnaire. The feedback is extremely helpful. If you haven't responded yet and you participated in the class - or even if you didn't participate - please fill that out and I will gift you 20 Breath of the Wild screenshots from my Switch.
[FINAL] CLASS ANNOUNCEMENT #6 (Apr 9, 2018): We've reached the end of the homework extension period and this class officially comes to end. What a month! It's been a thrill to see each of you forge your characters, learn new things, share tips with each other, and offer critiques along the way.
This thread will be open indefinitely but it's officially at the end of it's "class lifespan" meaning I won't be able to commit weekly time to it anymore and I will unpin it from the forum topics list. I'll pop in occasionally if I see activity but you all are more than welcome to keep working on their characters here if you wish!
UPDATE: Closing post on page 44 and XP has been added to each participating account.
CLASS ANNOUNCEMENT #5 (Mar 28, 2018): Week 4's stream is archived and available via the Past Events button on the Live Event page. Also a reminder that I'm extending the 'deadline' of this month and will be keeping this thread alive through the end of the first week in April. Hopefully that gives you all a bit more time to get your characters done!
CLASS ANNOUNCEMENT #4 (Mar 26, 2018): Week 3, done! Thanks to everyone who submitted by Sunday. I'm quite impressed by the neutralization and retoplogy work I've seen. It's a lot of work and I can see that effort in the WIPs and especially completed submissions.
Week 4 - the final week - dives into adding color to our model, primarily in the form of creating textures. Check out this week's breakdown a little further down in this description and see you tomorrow at the Live Event!
CLASS ANNOUNCEMENT #3 (Mar 19, 2018): Week 2 is accomplished and I'm finally caught up on submissions! Thanks to everyone who submitted by Sunday. We have some impressive character concept sculpts underway. In fact, I have yet to bestow a grade lower than an A this week.
Week 3 continues our 3-week character building production. Specifically we're going to look at pursuing an animation friendly version of our character - both how and why we would do this. See you tomorrow at the Live Event! Don't forget to RSVP.
CLASS ANNOUNCEMENT #2 (Mar 12, 2018): Week 1 is done! Thanks to everyone who submitted by Sunday. It's been a lot of fun seeing your caricature work and concept art choices.
Week 2 begins the 3-week process of building a character based on the concepts we choose. Don't forget to RSVP to the Live Event tomorrow - See you then!
CLASS ANNOUNCEMENT #1 (Mar 5, 2018): Class is in session! Today officially begins the BC2-1803 class. Please check the syllabus below for Week 1's focus and assignments. Begin watching the pre-recorded courses if you haven't already and begin looking for a cool, stylized character design for creating in 3D this month. The first Live Event is tomorrow at 2pm EST - SEE YOU THERE! đ
Welcome to the CGCookie Class: Creating Stylized Characters with Blender! This class is designed to teach you everything you need to know about building stylized 3D characters. If youâre diligent in watching all content and hitting homework deadlines, by the end you will have a modeled and textured stylized character! Itâs an intermediate-to-advanced class which means youâll do best by having some experience with Blender and 3D modeling before committing to this class.
This is the second "Class" format where Citizen members are invited to focus together on a particular topic/skill for a month. Participation looks like this:
WHEN? The class will take place from March 5th through March 31st
Abstract: Stylization is any deviation from realism. Thus itâs a broad spectrum from slight liberty away from reality to extreme abstraction of reality. This week we're going to sift through various examples of stylized characters, noting their qualities, and categorizing a spectrum of stylization.
Goal of the Week: Train your eye and mind to stylize your perception. Practice simplifying and exaggerating reality. Loosen up your sculpting approach (gestural sculpting).
Pre-recorded course to watch: Art of Sculpting: Caricature Chapter
Week 1 Live Event (Already happened and archived!)
Homework:
Abstract: Story plays a big part in stylization. Not necessarily ânarrativeâ but background, personality, and purpose. The success of a character is strengthened by its developmental arc. The best artists create characters that are more than the sum of its pixels; more than the sum of its brush strokes and polygons; more than its final render.
Goal of the Week: Develop a story for your character; one that can fuel your creative workflow for the rest of the month. Then channel that story into the first stage of sculpting.
Pre-recorded courses to watch:
Week 2 Live Event (Don't forget to RSVP)
Homework:
Abstract: At this point a decision needs to be made about our character sculptures: A) Leave it as a sculpture or B) optimize it for âproductionâ. Leaving it as a sculpture means itâs a static sculpture that can be painted, rendered, or 3D printed but not animated. Optimizing it for production means you turn your sculpture into a model thatâs easiest to work with up to and including animation. If you opt for optimization, this week is mostly a technical and problem-solving task. We need to both retopologize our mesh and also neutralize it if the sculpt is posed.
Goal of the Week: Understand the concept of âproduction-friendlyâ and practice retopology.
Pre-recorded courses to watch:
Week 3 Live Event (Don't forget to RSVP)
Homework:Â
Abstract: Like Dorothy, our characters have so far lived in a black and white world. This week weâre leaving Kansas and adding color. Thereâs many methods for creating our character texture(s) including hand-painting, baking maps that accent the painting process (great for the less painterly character artists), as well as photo-sourcing. There's also a couple different formats: Vertex Colors and UV/Textures.
Goal of the Week: Get comfortable with painting textures.
Pre-recorded courses to watch:Â
Week 4 Live Event (Don't forget to RSVP)
Homework:
This thread is reserved for CG Cookie Citizens that are participating in the "Creating Stylized Characters with Blender" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask me and each other questions and to post homework. As the instructor of the class, I will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of March to review homework and answer questions.
Free members are welcome to observe the thread but please respect that communication is reserved for Citizens.
So sorry to hear your news. It is nice to have the recorded live-streams to go back to. Plus, Kent threatens to have these classes again. :-) So you may get another chance at a time, hopefully, when life comes at you at a normal pace.
Homework Week 3: Late(ish) and not quiet complete edition
Long story short- work kept me late, and I had to choose between completing the orb assignment and working on Adam. Â The orb will come later, but I decided to post Adam for critique(now on sketchfab)!
Prior to retop I adjusted the body's proportions with Zbrushes transpose tools in order to better fit my initial vision. Â I think I'm happy with it(for now). Â For retopology I used retopoflow to quickly block in cylindrical areas, and used blender's basic tool set for the rest. Â I don't think I have too much against it, and I think I might try to move on with it before I start redoing it over and over again(like the last character that I started- and am still working on 3 months later).Â
One of the big things I'm thinking about is the hair right now. Â For now I've quickly done the current hair just to kind of get something that works, but I'm considering changing this over to a single mesh block of hair instead.
Quick edit: just noticed the tubes got messed up on sketchfab import. Â They are a bit more curvy and in the right spots in the actual blender file
Adam Retop Jrenna 3 27 2018 by silver0199 on Sketchfab
https://sketchfab.com/models/37cbbd7b49fa4ab0a0a3788cb80994d3
(in case I messed up embedding the sketchfab thing)
Bob turned out really well stonewing! I love the "busy dad takes a moment for himself" demeanor - it's thorough too. Also the additional details - awesome sculpt polish. It's an easy A in my book.
Did you do the orb retopo exercise?
Life gets busy - it happens! No worries, Kyle. Plenty more Classes to come, including re-running this one. I sincerely appreciate your commitment to take the class seriously.
I hope life calms down a bit for you so you can recharge. See you in another class soon! đđ»ââïž
Glad to see you finished your retopology, ssilver0199! It's looking pretty good overall. The mesh density looks somewhere between game-res and subsurf-based animation/rendering. Did you aim for one more than the other?
There's some topological junctions and edgeloop spacing that could use a little more attention, but again, overall it's a good job. It's a B+ in my book - nice work this week!
(Very late) Homework Week 2 Submission.
This took a few days longer than I had expected, but I'm finally done with the sculpting phase. I'm gonna try to get retopo and shading done in time for the end of the class, but realistically, it's probably gonna be an extra week or so. I had a lot of fun working on this sculpt, and I would like to thank everyone who submitted feedback on the work in progress, it was very helpful :) Now without further ado, I'd like you to meet my character.
"It's not easy, being a halfing in a human world. Especially with that freak's marks painted on my head. Who am I? My name is Silvaly'ithalda. I know right, bit of a mouthful. Just call me Silva, that's a lot easier. I was raised an orphan by some cult, far of to the east. I never really felt like I fit in, but for some reason the thing they worshipped chose me to be granted his 'gifts'. However, I've seen what his magic can do, it causes nothing but pain and destruction. When it comes to a fight, I like to rely on my sword. Nothing fancy there, just a piece of good steel, and you strength and skill against your oponent.
"Part of ascending the ranks in the cult involves giving up one of your eyes, which would allow the thing to see through your other eye. I didn't feel much for losing my sight, but the cult wouldn't take no for an answer. In the end we got a compromise of sorts, I suppose. I lost my vision, but at least I got to keep the eye. It wasn't long afterwards that I left. Ever since then I've been wandering these parts, doing some honest work for my food and drink, looking for... I don't know, actually. Maybe just some peace and quiet, to forget my youth. Maybe one day I'll find a way of getting back to them, for all the pain they've made me go through. In the end, I suppose I'm looking for purpose. But for now another drink will do, telling my story always gets me thirsty. You're buying, I assume?"
A great way to reduce the size, one that I've used as well, is using the decimate modifier. It keeps most of the details, but can reduce the vertex count of your model significantly.
The sculpt looks so clean, I would have bet you had already done the retopo! Great work!
As it was already mentioned, the decimate modifier will help you! At 0.2 ratio I managed to keep all the details and reduce the file size from 120mb to 24mb!
I do owe you the retopo excercise @theluthier . ;) Thanks for the feedback!
awesome job here everyone ! jack07Â man ,i m really happy to follow ur progress ,u r doing great !
so what next .?? i'm going to take a day off ! hopefully my flu will recover quickly ! then i ll clean up mthe y model , multires sculpt details lost in retopo , then i ll redo the initial pose ,with cloth simulation , give Pete back his beard and eyebrows , and some UVs , then texturing ... and maybe shading ..
i cant wait to see everybody finished character !
and @theluthier senesei ;thank u again !
Holy mesh density, Batman. I think you take home the award for highest resolution retoplogy! đȘ
While that could be a bad thing, I don't believe it is in this case. You've done an excellent job retaining sculpted detail with the higher density. Just look at the furry boot retopo đ±
Fantastic work overall. The only questionable area imo is the arm musculature. Just seems a little off in terms of anatomy and form to me. It's definitely not enough to detract from an A though.
Thanks mmalhomsi ! It means a lot to me!
And thanks everyone for your kind words during the livestream, you made me smile and I needed it :D
And @theluthier , did I thanked you for the hair tutorial? Thanks for the hair tutorial ha!Â
Oh man I can't wait to see the painted characters, there's so many cool ones!!
BC2 1803 Week 2 ish Homework Submission:
I hate that I'm so behind, and sorry my participation has been lackluster, but I'm determined to finish the class. Â Had another 70 hour workweek, and still no internet at the house (they promise me it's coming this week), but here is what I have for week 2, the priest of Ungit:
Backstory:
The priest of Ungit is a character from the CS Lewis novel "Till We Have Faces."  He is the head of the temple of Ungit, a fictional version of Aphrodite, in the fictional kingdom of Glome.  Princess Orual, the main character, describes him with fear and disgust, saying that he had a disturbing smell ("the holy smell, of blood, and singed fat, and burnt incense), and that his mask made it look like a great vulture was growing straight out of his chest.  He is a foil to the main character's tutor, a Greek slave who steers her education toward logic and philosophy and high, ethereal sorts of knowledge.  By contrast, he is an emblem of myth and ritual, darkness and mystery and what Lewis elsewhere calls the "dark gods of the blood." He is not quite a villain, but definitely a menacing presence, both physically and politically.  The story's location is fictional, but I decided I would aim for ancient Anatolia (pre-Alexander), somewhere far enough out of the way to be autonomous from Persia at the height of its power, but close enough to Greece to be familiar with its culture, and not so far north that lions, featured in the story, would be an impossibility. I looked at a couple ancient Hittite friezes and sculptures to inform some of the design. I used various images of Dhalsim from Street Fighter for his major features.  I initially wanted to make him more emaciated, but I couldn't quite pull off the intimidation and presence I needed him to have.  The bird mask is from the book, and I looked at a few different old world ceremonial masks for the design (textures will change; you guys recognize the feathers? ;).  I will probably give him a couple more priestly items, a knife and maybe some animal hide, but wanted to go ahead and get this up.  Will get a sketchfab up when I have internet. Now on to retopo.  Thanks again for your patience.  I've really loved seeing everyone's submissions in the chat. Great stuff!
Thanks so much guys! Don't worry, nothing tragic happened or anything! ;)
Mostly it was just the result of me putting too much on my plate,
and coincidentally having a trip scheduled to see family, that kind of thing.
I do want to say that this class really gave me confidence in sculpting though,
and renewed my fire to seriously work in Blender again!
(I cycle through my too-many hobbies/interests all too frequently lol.)
I'm so glad this digital-classroom concept seems to be quite the success,
and I'll definitely be on the lookout for the next one! For now, I'll still be
gaining what lessons I can from the course suggestions and livestreams.
Don't forget: You all are AWESOME.
Only three weeks late and now i get to start with sculpting. :) then again, when you have time to sculpt you should. :) Concept picture is by Josh Norman, asked permission to use it for this project.
 blocked out the pose, (spent maybe way too long with skin modifier to fiddle around. hair is just a placeholder, will do particle hair once i get that far. :)Â
Better late than never! Nice job here valandrath. I like the rebellious tone in Silva's background. Like the difficulty in life makes her skeptical of the world and everything in it.
And yes, to Jack's point, your sculpt is super clean. Which isn't always common with dyntopo sculpting especially. Means you really must have taken your time to polish your surfaces. Good stuff. It's also an authentic representation of your art. Great job all around. A quality work!
This looks awesome ssilenthans! I knew this would turn out great. That hair...wonderful. Love the realized details in the shoes too. Overall it looks like a super authentic representation of the art.
If you can manage to get it up on sketchfab via the decimate modifier, please post it - I'd like to take a 3D look.