• Omar Domenech(dostovel)

    [Crowd cheering]

  • Omar Domenech(dostovel)

    Fireworks!

  • m
    malhomsi

    i was forced to decimate a lot i lost some details

  • c
    Kenny Q(c0mm0n53nse)

    Hello class and Kent ;)

  • Marjolein (valandrath)

    If I wanted some feedback on my sculpt's progress, would uploading a sketchfab viewer thingy be the best way, or should I post some screenshots?

  • Omar Domenech(dostovel)

    I gave Wes that suggestion

  • Jack (jack07)

    Being able to look at your model in 3D was really educational! :P

  • Omar Domenech(dostovel)

    I was thinking Baker is a bit underused, he should appear from time to time like the Toasty dude from Mortal Kombat

  • Jack (jack07)

    Glad to help mmalhomsi !

  • m
    malhomsi

    thank u for ur answer yesterday Jack :)

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

This week centers around the strategy of being a character artist. It's not all fun and digital play-dough. Sculpting is one thing; character *modeling* is another thing.

At this point a decision needs to be made about our character sculptures: A) Leave it as a sculpture or B) optimize it for ‘production’. Leaving it as a sculpture means it’s 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 that’s 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.

Classes Modeling