

For making your UV map you need to follow the next steps: In my case I used two maps of 2K resolution, but for your first model I recommend you to use only one. The UV set has a limited resolution for the entire model, so if necessary use many sets. We “cut” parts of the model and organise them on an UV set to store colour information in our model. Imagine you are going to create a paper dice for a board game, first you make a flat pattern with a drawing on each side, before building it. Next we will move to a process called UV unwrapping. Now you have all the tools to take on the retopology process, it's very important to look for references with good topology, otherwise your model may not be suitable for animation or simple posing. You can switch between Object mode and Edit mode by pressing TAB. To trace your model you need to be in Edit mode. Also, remember that Blender works with different modes.

To use the Shrinkwrap modifier I recommend you activate face snap this allows you to trace your model easily. The smaller the value the closer to your sculpt the lowpoly model is going to be, so keep that in mind. The offset is the separation between the plane and the highpoly model, I start with a value of 0.02 and finish around 0.003. Use this modifier for each part of your model to get better results and keeps things organised. This modifier sticks the plane to the highpoly allowing you to trace it. Plane CreationĪfter creating your plane you are going to use the Shrink-wrap modifier. To do this you only need four things: A plane, Shrink-wrap modifier, mirror modifier (optional) and face snap. To get the Lowpoly model you need to trace the Highpoly model in Blender - this process is called Retopology. UV maps: This is where our colour information goes, we use this to paint the model.Īt this point we already have the Highpoly.Lowpoly model: With good topology to be usable.Highpoly model: Posed in A or T pose to allow good posing and UV mapping.At the end of the process you must have the following elements: If you are not going to use normal maps, don't make a lot of small details, they won't show on the final model.Īfter you finish this stage it is time to jump into Blender and prepare the model for texturing. work in all the character at the same time and keep adding new shapes and details until you are happy with the result. Don't be too hard on yourself and keep going, in every step of the process you are going to learn something new, and in the end that’s what matters the most.įor achieving a good sculpt you have to focus on the big picture and keep looking at your references. Don’t worry If your character looks a little bit weird at the beginning, it will get better. Focus on the proportions and silhouette, don't create any details or use a lot of topology as this will pose an obstacle to getting clean shapes. Begin by creating basic shapes (spheres, cylinders and rectangles).
#Make a quick character from photo blender software#
I used ZBrush but you can use the software of your choice. The first step of the process is sculpting. Little Pirate, by Paulina Perez Sculpting Later on I learned different programs like ZBrush and Substance 3D Painter. When I started doing 3D art I did everything in there.

Blender is a great Tool to start learning the fundamentals of 3D Art. I am going to focus on the tools of Blender 3D and show you how a beginner can get great results with this Software. Later on you can expand your skills to achieve characters with your preferred art style - mastering the technical pipeline of 3D modeling is key to reach your goals.Īfter you have chosen your reference you are ready to start creating something great! The software i used for the Little Pirate project were the following: Aiming for a specific result is easier than creating something from scratch.įocus on the key concepts and shapes of your 3D character by choosing a simple character. I recommend looking for a character design sheet or concept art to start. The first step of the learning process is to define which style you want to achieve. Motivation and perseverance are key to achieve good results as a 3D artist. To start learning is the most important step you can take. In the industry of 3D modeling everyone gets the chance to succeed, but as a beginner you can get lost in a sea of endless information. In this article she shares her Beginner's Guide to using Blender to create your very own stylised 3D character. Now, Paulina's focus is on 3D Modelling, with a passion for stylised characters and environments optimised for video games. Here interests first led her to discover Concept Art. Paulina Perez is a self-taught 3D Artist who hails from Medellín, Colombia.
