• Kent Trammell(theluthier)

    Welcome mmalhomsi!

  • Kent Trammell(theluthier)

    Ooof that suuuucks. You were able to recover your data?

  • m
    malhomsi

    hello everyone , hey Kent Sensei!

  • Jake Korosi(jakeblended)

    Sorry about the late submission Kent; I had a hard drive die on me on Wednesday and I didn't get a new one until Saturday evening.

  • Kent Trammell(theluthier)

    welcome jakeblended

  • Omar Domenech(dostovel)

    Canada writing test, almost passed then

  • Char Hunter(Char)

    hey ya Jake

  • Jere Haapaharju(swikni)

    I'm just reading. Can't keep up when you write like crazy

  • Jake Korosi(jakeblended)

    Hey everyone! Man, just in time today.

  • Kent Trammell(theluthier)

    Haha the image of Matthew Ullrey listening intently while stuffing his face with sandwhiches...

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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