Creating a Cartoon Skull
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In this short and sweet Blender Video tutorial, I go over creating what I call a “Tim Burton Style” skull, using an Icosphere and a standard Procedural Texture to achieve the cartoon, claymation style.
Feel free to post links to your images of stylized skulls in the comments below.
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great tutorial[2]
David,
Thanks for the tutorial and great that you are trying new ways.
You mentioned the uv sphere causes problems because of the triangles. Not sure if this helps, but in Face Mode if you select every other pair of triangles (select two, skip two) and convert them to quads, then select the remaining pairs of triangles and convert them to quads they will all be quads. You can then almost illiminate the distortion by subdivision modifier, set smooth, and then selecting every other vertex of the first ring, and adjusting them.
My first try: http://alexkilledthebeast.deviantart.com/#/d31x31g
I wasn’t happy with it so:http://alexkilledthebeast.deviantart.com/#/d31yjhv
Very nice results Alexandre. Try changing the background to fully black so for the mood.
I guess you were right.
nice! i love seeing “student work”
Hey! I loved this tutorial!
I did it over a couple days, this is how he turned out!
http://d.imagehost.org/0840/Cartoon_Skull.png
Thanks again, this is a great tutorial!
looking good
you might throw another layer of subsurf on there, you can see some polygon edges around the eyesocket
Reminds me of “A nightmare before christmas – Tim Burton”.
Your skills are impressive!
Is there a way to use box modeling to make a stylized human head that can be animated?
sure, check out the “house elf” series, it uses the box modeling technique
http://www.blendercookie.com/2010/09/28/house_elf/
Here’s what I’ve created with the help of this tutorial
http://dysonshell.deviantart.com/#/d325849
Awesome tutorial, just as we are used to
nice, very close to my final version
Hmm…
I don’t see why you did change the ramp shader in the first place… Doesn’t make much sense, as the effect of setting diffuse colour to black or intensity to zero would have the same effect.
It’s probably hardly noticable but I guess, a deep black procedural ramp texture needs more calculation time than no texture and just black diffuse.
Also, icospheres are based on icosahedrons which are made from triangles. So nope, there is no way to build quad-based versions of them.
And while you don’t have the relatively noticable pole that you’d have on a UV sphere, you have a LOT of other poles distributed over the mesh and not a single non-pole… – with the procedural texture that affects the normals, that doesn’t maater too much, though.
Nice tutorial
i like to leave my “material” color to be standard white/grey, and set the color in the texture area, so i can easily render a “clay render” if i like by just turning off the textures. it’s not required, i know, but it’s something i like to do.
thanks for the info; i played with it a bit more after the tutorial, and while you can edit the sphere to have quads by joining adjacent triangles, they’re not very pretty. best to just go with a UV sphere if you want good topology to play with.
Very nice tutorial! But can you explain how you inserted aditional loops at 03:11? I can’t find this function…
Regards,
Demno
He used CTRL+R to insert a loop cut
Thank you very much!
Now I can proceed… xD
Hah, thanks, I was about to ask the same question!
Thank you guys so much for asking that question and Scott thank you for answering! I have been stuck on that spot for a while trying to figure it out!
Thank you David for this a little different tutorial. To me it was rather hard to adapt to the icosphere as a base mesh due to all those trishes. It really seems like it could be useful sometimes, though.
Btw: I modelled two versions, one the left from an icosphere, on the right from a box (I’m sure you will notice the difference
http://www.raubkopictures.de/files/icospherevscube.png
Btw2: I’m not Scott from the first post, but I also don’t consider his post as harsh criticism but rather a head’s up…
David,
When I add the icosphere and then the smooth shading and subdivision surfaces as you did in the tutorial, I don’t have as many faces as you do. what am I doing wrong here? Using 2.55.0 Beta
Great tutorial David!
I’m learning so much from this site, it amazes me.
Here’s a Flickr link to the one I modeled. I also used the LuxRender tut on here too and incorporated that.
http://www.flickr.com/photos/56384490@N05/5213681036/
Thanks for another great tut David. I actually decided to take a different approach on this. Instead of using an Icosphere or UVSphere, I decided to use Johnathan Williamson’s more recent tut on cutting holes in a curve. As found here:
http://www.blendercookie.com/2010/12/28/tip-hole-curved-surface-revisit/
I was kind of rushed, but the following image shows a pretty nice topology after applying my subsurf modifier:
http://i.imgur.com/M4Mmj.png
Thanks again!
If you listen very carefully you can hear jonothan willianson screaming about the topology, But jokes aside this is a great tutorial
great tutorial.
My cartoon skull: http://blenderw.blogspot.com/2011/12/una-de-miedo.html
A few questions if you do not mind.
1. When we were placing the camera you did something to make it easier to move. But when I wanted to model again it did not allow me to rotate around the model. How do I reverse it??
2. Mine looked more like a walrus that a skull because of the separation in the center of the model. How could I have prevented that??
3. And what is the clipping modifier for?? What is its purpose??