• Matthew Ullrey(ullreym)

    Greetings Michal

  • Kent Trammell(theluthier)

    Lol I'm thinking you mean "lemonade" as we call it. Puckery is a word I just made around "pucker" which is what you do with your mouth when something is sour

  • Michal Zisman(michalzisman)

    Hello hello! How are you all doing this fine morning/evening?

  • Omar Domenech(dostovel)

    What is puckery?

  • Matthew Ullrey(ullreym)

    dostovel Sounds yummy!

  • Kent Trammell(theluthier)

    Lemon juice? Sounds puckery

  • Jere Haapaharju(swikni)

    Has there always been food here? Damn I've missed it every time

  • Kent Trammell(theluthier)

    The chit chat has begun 👋

  • Omar Domenech(dostovel)

    Today we have Lemon juice and sandwiches

  • Jere Haapaharju(swikni)

    Good thing that the classroom is cleaned before the lecture

Get instant access to this Live Stream.

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