• silentheart00

    Ditto. But I also find that it's much easier to skin and rig a low poly character than a high poly.

  • Matt Curtis(jbird09)

    hypester77 If you're planning to do the animation in blender and not in a game engine, the polycount is not very important. As long as you can move the character in the viewport with 0 subdivisions without lag, you're good

  • Paul Harbin(hypester77)

    QUESTION-
    Sorry to deviate a bit but, my ultimate goal is to make some animations for my kid. What are verts- and tris counts you would recommend for for a character? Maybe not exact, like a range and is there a range scene wise? That you would recommend?

  • Nathan Foster(blenderrender1993)

    He did awesome voice over in Monsters Inc.

  • Matt Curtis(jbird09)

    the bridge of the nose is very narrow, if you want to emphasize that too. Looking great so far kent!

  • David Frazier(pointoflife14)

    I thought you would've gone back into Sub-Collapse for the nostrils??

  • Rozalia (ebitherat)

    look for an "aye-aye animal" on google, that's awesome! :D i'm going to do that

  • Grady Pruitt(gradyp)

    Can I have some carrots with that meat and potatoes?

  • Matthew Ullrey(ullreym)

    PPaul Harbin, Kent did say he was going to get to the "meat and potatoes" of this.

  • Paul Harbin(hypester77)

    The "real meat" porkchops!

Get instant access to this Live Stream.

This event is part of the March 2018 Class, "Creating Stylized Characters with Blender".

To kick off the BC2-1803 class, we're analyzing stylization as a concept. What makes it different from reality? How can we train our brains to stylize what we see?

After all, stylization is as old as mankind: From Egyptian hieroglyphics to cave paintings, humanity has always expressed itself with a stylistic aesthetic. This stream is all about centering your inner style. We'll use caricature as an exercise in stylization.

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