• Omar Domenech(dostovel)

    Piotr, your last name reminded me of a Final Fantasy 9 character

  • Char Hunter(Char)

    hey ya Piotr

  • Piotr Brzostyński(brzostek)

    Hi everyone!

  • Char Hunter(Char)

    hi mjans

  • Omar Domenech(dostovel)

    Where is Phil? Phil the dog, I need to get on his streams to practice english speaking

  • m
    mjans

    hello everyone.

  • Jere Haapaharju(swikni)

    Are we watching two hours of live retopology? That would be nice

  • Omar Domenech(dostovel)

    Ah yes, lemonade. I can't afford any english mistakes now

  • Char Hunter(Char)

    Hey Michal, Hey Kent, great now I'm gonna have puckery in my head all day

  • Kent Trammell(theluthier)

    I'm going great - excited for the stream. Welcome michalzisman 👋

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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