Kent Trammell (theluthier)

672 replies · posted

[ENDED] BC2-1803 - March 2018 Class Homepage - Creating Stylized Characters with Blender

[FINAL, FINAL] CLASS ANNOUNCEMENT #7 (Apr 11, 2018): Thanks to those of you who have responded to the Questionnaire. The feedback is extremely helpful. If you haven't responded yet and you participated in the class - or even if you didn't participate - please fill that out and I will gift you 20 Breath of the Wild screenshots from my Switch.

[FINAL] CLASS ANNOUNCEMENT #6 (Apr 9, 2018): We've reached the end of the homework extension period and this class officially comes to end. What a month! It's been a thrill to see each of you forge your characters, learn new things, share tips with each other, and offer critiques along the way.

This thread will be open indefinitely but it's officially at the end of it's "class lifespan" meaning I won't be able to commit weekly time to it anymore and I will unpin it from the forum topics list. I'll pop in occasionally if I see activity but you all are more than welcome to keep working on their characters here if you wish!

UPDATE: Closing post on page 44 and XP has been added to each participating account.

CLASS ANNOUNCEMENT #5 (Mar 28, 2018): Week 4's stream is archived and available via the Past Events button on the Live Event page. Also a reminder that I'm extending the 'deadline' of this month and will be keeping this thread alive through the end of the first week in April. Hopefully that gives you all a bit more time to get your characters done!

CLASS ANNOUNCEMENT #4 (Mar 26, 2018): Week 3, done! Thanks to everyone who submitted by Sunday. I'm quite impressed by the neutralization and retoplogy work I've seen. It's a lot of work and I can see that effort in the WIPs and especially completed submissions.

Week 4 - the final week - dives into adding color to our model, primarily in the form of creating textures. Check out this week's breakdown a little further down in this description and see you tomorrow at the Live Event!

CLASS ANNOUNCEMENT #3 (Mar 19, 2018): Week 2 is accomplished and I'm finally caught up on submissions! Thanks to everyone who submitted by Sunday. We have some impressive character concept sculpts underway. In fact, I have yet to bestow a grade lower than an A this week.

Week 3 continues our 3-week character building production. Specifically we're going to look at pursuing an animation friendly version of our character - both how and why we would do this. See you tomorrow at the Live Event! Don't forget to RSVP.

CLASS ANNOUNCEMENT #2 (Mar 12, 2018): Week 1 is done! Thanks to everyone who submitted by Sunday. It's been a lot of fun seeing your caricature work and concept art choices.

Week 2 begins the 3-week process of building a character based on the concepts we choose. Don't forget to RSVP to the Live Event tomorrow - See you then!

CLASS ANNOUNCEMENT #1 (Mar 5, 2018): Class is in session! Today officially begins the BC2-1803 class. Please check the syllabus below for Week 1's focus and assignments. Begin watching the pre-recorded courses if you haven't already and begin looking for a cool, stylized character design for creating in 3D this month. The first Live Event is tomorrow at 2pm EST - SEE YOU THERE! 😎


Welcome to the CGCookie Class: Creating Stylized Characters with Blender! This class is designed to teach you everything you need to know about building stylized 3D characters. If you’re diligent in watching all content and hitting homework deadlines, by the end you will have a modeled and textured stylized character! It’s an intermediate-to-advanced class which means you’ll do best by having some experience with Blender and 3D modeling before committing to this class.

This is the second "Class" format where Citizen members are invited to focus together on a particular topic/skill for a month. Participation looks like this:

  • RSVP and attend the Live Events
  • Watch the courses outlined below
  • Ask questions
  • Submit homework
  • Generally be active in this thread

WHEN? The class will take place from March 5th through March 31st

✅WEEK 1: Understanding Character "Stylization" (March 5-11)

Abstract: Stylization is any deviation from realism. Thus it’s a broad spectrum from slight liberty away from reality to extreme abstraction of reality. This week we're going to sift through various examples of stylized characters, noting their qualities, and categorizing a spectrum of stylization.

Goal of the Week: Train your eye and mind to stylize your perception. Practice simplifying and exaggerating reality. Loosen up your sculpting approach (gestural sculpting).

Pre-recorded course to watch: Art of Sculpting: Caricature Chapter

Week 1 Live Event (Already happened and archived!)


  • Sculpt a caricature bust [post a screenshot, render, or sketchfab embed]
  • Choose/create concept art for your character. [post an image of your chosen concept art]

✅WEEK 2: Character Development & Sculpture (March 12-18)

Abstract: Story plays a big part in stylization. Not necessarily ‘narrative’ but background, personality, and purpose. The success of a character is strengthened by its developmental arc. The best artists create characters that are more than the sum of its pixels; more than the sum of its brush strokes and polygons; more than its final render.

Goal of the Week: Develop a story for your character; one that can fuel your creative workflow for the rest of the month. Then channel that story into the first stage of sculpting.

Pre-recorded courses to watch:

Week 2 Live Event (Don't forget to RSVP)


  • Write a background for your character at least 2-3 paragraphs long (200-300 words) [share as a Google Doc if longer with a TL;DR summary at the top]
  • Sculpt your character. [post a screenshot, render, or sketchfab embed]

✅WEEK 3: Production-Friendly Character Models (March 19-25)

Abstract: 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.

Goal of the Week: Understand the concept of “production-friendly” and practice retopology.

Pre-recorded courses to watch:

Week 3 Live Event (Don't forget to RSVP)


  • Do the Robo Orb Retopo Exercise [post link to your submission]
  • If you’re maintaining a static character sculpture, just focus on polishing it to perfection.
  • If you’re retopologizing your character sculpt, retopologize and neutralize it.

✅WEEK 4: Painting Our Characters (March 26-31)

Abstract: Like Dorothy, our characters have so far lived in a black and white world. This week we’re leaving Kansas and adding color. There’s many methods for creating our character texture(s) including hand-painting, baking maps that accent the painting process (great for the less painterly character artists), as well as photo-sourcing. There's also a couple different formats: Vertex Colors and UV/Textures.

Goal of the Week: Get comfortable with painting textures.

Pre-recorded courses to watch

Week 4 Live Event (Don't forget to RSVP)


See you in March!

This thread is reserved for CG Cookie Citizens that are participating in the "Creating Stylized Characters with Blender" class. Its purpose is to serve as central communication for all participating Citizens (excluding Hobby plan Citizens) to ask me and each other questions and to post homework. As the instructor of the class, I will be monitoring this thread on a daily basis (especially Mon-Thurs) throughout the month of March to review homework and answer questions.

Free members are welcome to observe the thread but please respect that communication is reserved for Citizens.

  • I just did a render with denoising and a glossy shader, the result is beyond comparison better! I did not know about the denoiser in the render layers, thanks a lot i learnt something new :p

  • Good evening (at least for me), I've been trying to get my character according to the concept art, I tried it in different approaches (posed, t-posed), but I couldn't make it believable and/or according to the concept art.

    I don't know what I'm doing wrong and how to fix it. Could someone help me with this?

    I'm leaving a link to a google drive .rar file if you want to play with it or with the images.

    Thanks for your attention.

    • crew

      Bummer to hear you've been having a hard time. Looking at where you're sculpt is currently, I can't say I see anything wrong. It just looks like it's on it's way - a work in progress. My only advice is to "keep working" and push the sculpture further along.

      The art is in your favor since it's basically a neutral A-pose with the foreams bent a little. Did anything in particular give you trouble, like the head or pose?


    Meet Rusley Cypert.  

    Rustley grew up on a farm in the old west.  As a child he worked on his hunting becoming one on the most recognizable marksman.  He spent long years working in the family farm inheriting it upon the death of his Father.  Rusley, who married and had 2 children, spends his time raising the livestock and protecting everything he values this family and farm. 

    When the sheriff was killed he stepped into the role to protect his family and land.  The town elected him to protect them as they know his character and that he will not step down from a fight.  He wears a family logoed eagle belt buckle to remember where he came from.

    Ran out of time so posted my wip.  More work needs to be done to clean up the gun, and more detail added.  With the retypo phase coming up, I also didn't want to include too much detail that could be lost.  Critiques are welcome.

    • crew

      What a unique name - love that. I also like the design and pose. Rusley could be a counterpart of a character I designed several years ago. How cool is that!

      Your concept sculpt seems like it's headed in the right direction: Pose is strong and the features/details are starting to take form. Basically my only advice is to keep working on it; push it further into being a polished, finished sculpture. Right now you have a very promising WIP.

    • theluthier Was able to spend a few more hours on detail and basics.  much happier with Rusley.  What should I still be working on?

  • crew

    This weekend ended up a bit busier than I anticipated - my apologies for being a bit MIA. It was great catching up in the thread tonight! Some impressive, fun characters are in the works.

    Keep up the good work everyone. Tomorrow I'll finish reviewing all the submissions!

  • Unfortunately I had a hard drive crash on Wednesday and couldn't get a replacement until today.  I keep my saved projects on OneDrive, so I didn't lose the work that was done so far - but the sculpt will not be finished until tomorrow at the earliest.  Before next week's livestream at any rate.  I'll submit it when it's done, but late is late so if it doesn't get a grade that's okay.  

  • Homework Submission - Week 2

    Wow, theres some really jaw dropping entries this week, and im loving seeing the interpretations and background stories.

    The hardest part im finding at the moment, its the grey area in the middle of a side view and a 3/4 view, and trying to interpret what lies between. and coming from an engineering background im used to the exactness of drawing different elevations, but i need to practice to 'let go' of precision in alot of cases and go with the flow.

    going through the prerecorded course work took alot longer than I expected, only made it half way through the character creation course, to which point I thought i would start with the skin modifier, took me a couple of hours to start getting it to behave the way i wanted it, but learned alot along the way.

    Well, for myself, here is, ill have to go back and finalise again when i get home tomorrow. (hangs head, in the state ive left it)

    but, that said im enjoying the experience so far, and picking up alot along the way, so its all good :)

    Background Narrative : 

    For alot of us, the daily monotonous drone of a 9 to 5 is a factor of life that we have to deal with in order to get to that weekend sliver of freedom that we can call our own, until Monday morning comes knocking with a smirk on its face and kindly delivers the not so palletable news that its time to start it all over again..

    And nothing is more so, than for our Professor Mathers. Leafy suburbinite, waiting for his 50th year to greet him since saying hello to the world. College math lecturer by day, avid quiz show and microwave meal afficianado by night, with only Boris, his tabby cat for a companion through the years since never quite finding the time to marry.

    The daily grind of monotony, with a sprinkling of 20 years doing the same thing day in day out, has ground away at his passion for shaping young mathematical minds, and quite frankly has him sick of three minute micro-lasagne (Boris agrees on this point)

    Yet, he carries on doing what he has done for so long, but with a slight spark forming in the corner of his brain slowly battling the normally dormant place where "is this all there is to life", and "youve been doing the same thing for how long?" resides.

    As Professor Mathers contemplates opportunities missed and what else is out there, he continues on his journey of life, one test paper in front of the other, dreaming and yearning .....

    Sculpt : 

    • Heart touching story of a sad old man. Characters like these get into me so strongly, I love it. The sculpt seems maybe a bit rough but it looks overall pretty fine work. It looks funny in a good way because of the cartoony style

    • crew

      I agree with Jere - What a touching story. It has me drawn in, feeling for Professor Mathers hoping he claws his way out of his rut. Excellent background, oboshape 👏

      This concept sculpting thing is definitely not a natural exercise for an engineering mind lol. Still, glad to hear you're enjoying the experience nonetheless.

      I loved the character concept as soon as you posted it. There's such personality in it. And coupled with your background narrative, I must admit that my hopes are hight for Prof Mathers!

      That said, I see him starting to be recognizable in the sculpt. But in its current WIP state, there's more to be desired. Even though it's not an explicit modeling sheet for 'tracing' the 3D character on top of the art, it still looks like a great 3/4 view and side view to work with. My advice is to setup a 3/4 camera with the art as the background image. Then do the same for the side view. Since it's a hand-drawn concept, chances are they won't correlate to each other 100%, but it looks like they'd correlate somewhat. Where they don't correlate, favor the 3/4 view and let that be your 100% match with the side view being supplemental.

      That should give your engineering side enough to work with to achieve an authentic sculpt. Keep up the good work! I'm excited for this one.

    • love the story and the sculpture ! keep the good work 

  • Homework Submission Week 2:

    Before starting I want to give some context for her background, to make it less confusing. You can jump this if you want.


    This character is planned for use in a future video game, it's most likely going to be an RPG. I plan to take advantage of multiple playthroughs, NG+ and the different decisions of different players for my story: There's the multiverse and The Void, each possible combination of decisions in the game is a possible universe, while The Void serves as an unique connection for all possible universes. Each of them have their own "Hart", individuals with the potential to become the most powerful entities in existence, if they slay and take the power of other Harts. Or they can work together to bring balance to the multiverse. They are the player's characters. (In other words, you can interact with a character from a different save file!) 

    She's going to be a boss and a posible unlockable companion for the player's character after defeating her. Because of this she has four different looks: three boss phases and her friendly mode. 

    Also, I made my account with one of my characters in mind, so this is going to be a little awkward to me.


    First there was only darkness. Then there were stars, more than she had seen before. From the shadows a mysterious stranger emerged. He had a mask with bright orange eyes and the smile of insanity. 

    "Welcome to the Void! I been waiting for you..." -Thousands of  fangs could be seen as he spoke.-

    "What are you?" Were the first words that came to her, the first words that she has ever spoken. "My name is Jack, may you tell me yours?". She tried to remember, over and over again. But there was only darkness. "Haha! You see, there's a reason you are here, I have a deal you can't refuse. Slay them Harts, and bring me their souls. For each I'll give you one memory of yours back"

    She tried to step back, the floor crumbled behind her. There were more stars. "Careful, up and down are the same here haha! I see you don't believe me... then what about this? First one is free!" From his claws came a small light, It started seeking her. 

    "Now dear, tell me, what's your name?"

    "My name is BiancaShe remembered.

    Five thousand one hundred and forty nine souls had been taken since that day. There is only one left needed to open the door. One left to go home.



    I have to practice more sculpting. Making her clothes and hair were quite frustrating, but then this is my third sculpt ever. At least third serious one. Her body on the other hand was way easier than previous attempts, I'm really proud of her fingers ha!

    For retopology I plan on adding some accessories, make a set of armor and improve her hair. Hopefully her face will look better.

    I should read more books too...

    I also learned that Sketchfab has a very small file limit for free accounts.


    I'm also making her fourth mode, but I wasn't able to finish it for this week. I'll probably do the other ones too after more practice. Maybe earlier if we get a "Creating an Eldritch Abomination with Blender" class ha!


    Sorry, I forgot to add the concept art, it was 2 a.m. and I had to wake up at 5!

    Anyways there's three pieces I used. As a reminder, I have very basic drawing skills. First I found this concept that was similar to what I had in mind:

    Then I tried to draw something using it as a basis, here:

    As you may notice, things got messy. First the pose didn't feel representative of her personality to me, so I decided to look for a new one. I started drawing blocks until they looked like something humanoid:

     Option 3 was a revelation. Also here's is a render without the cloak:

    Her hair and cloak changed during production, mostly due to the mesh not behaving as I expected, but I ended up liking this little happy accident more than what I envisioned. Not sure how I will translate this to an animation friendly mesh though...

    Finally, how can I reduce the file size without obliterating her face? Tried some of the options discussed here without success. I want to upload it to Sketchfab but its 130mb, the limit is 50. Fixed! Thanks ullreym !

    • What a great start for the background story. I like the dialogue and the atmosphere in their chat. The sculpt looks damn nice to me. Those sharp spikes really made it for me.

    • crew

      Woah, that background story is neat! It did well to paint a picture of Bianca's world. Could you possibly edit your post by adding the artwork you're using?

    • Hey Jack, would a slight use of the Decimate modifier preserve the detail of Bianca's face? My sculpt was too dense for Sketchfab as well, until I decimated the geo. I was able to get Ulbricht down around 25-30 mb.

    • man this is really good , u did a great job ! 

    • crew

      Thanks for updating the post with your concept art. I think the sculpt is coming along nicely! I like the pose and the details your forming. The coat feels a bit too chunky, both in thickness and general volume. For me it's making the pose more difficult to read, especially compared to the version without the coat.

      What's making this difficult to grade is that there isn't an explicit design of this character among your concepts. They're more like utility sketches. Perhaps you're designing the character as you sculpt. So in that way I can't tell if it's an authentic translation or more of an exploratory sculpt.

      Either way, I like what you're doing. Still unsure about the coat currently though. It's a B in my book 👍

  • Homework Submission Week 2

    Ulbricht Vunter the viking warrior had a bad temper. His mornings were typical: he woke up early in the morning and ate his Ebleskivers, kissed Mrs. Vunter goodbye and went to work raiding and pillaging the Danish coast line with his viking crew. Most days he was successful and brought home a good living. He prided himself as a master of his destiny, but invariably things would go wrong and so would his temper. Ulbricht really had a flare for the dramatic and usually his solution to whatever problem he had would be to invoke Odin’s wrath upon the object of offense or smash it with his wooden mallet. In usual fashion, Odin never returned Ulbricht’s call for lightning or fire bolts, but not to be deterred by the lack of supernatural help, he used his "conk buster." This would turn out worse than the original problem.

    Returning from a particularly unsuccessful excursion, Ulbricht finds the neighbor’s dog has left a deposit on the Vunter’s well groomed lawn. Short of stature and and temper, Ulbricht becomes instantly furious and calls for a thunderbolt to blast the cur into oblivion. Nothing happens. With the slippery grass and the awkwardly wild swing of the hammer, Ulbricht goes down. What a mess.

    The neighbor’s dog trots by, returns the lost mallet, gives Ulbricht a lick on the cheek and continues on its way. Ulbricht’s wrath is disarmed because of the kind and unconditional love he received.

    • Haha what a mad man! Good thing that he forgave the dog, it's his master's fault if let to mess around in other people's yards. Amazing sculpt, I'm speechless.

    • crew

      Loved the light-hearted backstory! I've been enjoying the darker backstory's lately, but a gear-shift into the lighter side is nice too. And I definitely get a feel for Ulbricht as a character.

      Honestly when I first saw you post the art, I thought it was a little tame for your capabilities. But you've managed to push the art into a really cool sculpt. I love the thoroughness of the details - even more than the art in some respects. And the expression/pose adds a lot of flare. It makes far more sense given the backstory than the neutral pose of the art.

      Great stuff, ullreym! A+ for sure.

    • I really like the pose and your style, they give me a feeling that it will start moving, like from a claymation film I used to watch when I was a kid!

    • great as expexted ullreym ! i love ur work ,the pose is niiice , and the light hearted story was refreshing ! thank u for sharing this one with us 

  • I have deduced I really, really, really, really dislike sculpting an asymmetric pose.  There were many problems trying to even set up the sculpt, plus lots of back and forth on deciding if I could do this in Blender or Zbrush while trying to work in both to see which would be faster.  Just a blazing myriad of problems, so I don't think I'll get this in by the deadline.  Perhaps my skills weren't where I thought they were, but that's okay.  Just have to keep working, harder.

  • crew


    CLASS ANNOUNCEMENT #3 (Mar 19, 2018)

    Week 2 is accomplished and I'm finally caught up on submissions! Thanks to everyone who submitted by Sunday. We have some impressive character concept sculpts underway. In fact, I have yet to bestow a grade lower than an A this week.

    Week 3 continues our 3-week character building production. Specifically we're going to look at pursuing an animation friendly version of our character - both how and why we would do this. See you tomorrow at the Live Event! Don't forget to RSVP.


    • Kent theluthier so we are at half-time, thanks for the objective grades as always and if you did not give lower than A on Week2 - then everyone had to be very good :-) 

      Anyway real respect that you managed the sculpting of the selected concept art on the same way with us + consequently commented the thread + evaluated all the submitted homeworks.

      Let me share with everyone also some statistics which looks very interesting:

      - the BC1-1801 - January Class had 45 members with posted homeworks on any week, the actual BC2-1803 - March Class has 36 at half-time, which is really great with such a challenging topics.
      - in total 74 members participated with submitted homework in any of the two classes so far on any week
      - from those 74 there are 7 members as "veterans" who posted homeworks in both classes
      - in the actual BC2-1803 - March Class there are 29 new members who did not post homework in January, showing just again what a wide community is on CG Cookie with love and ability towards sculpting

    • crew

      I love these stats! Thank you, Zsolt 🙇🏻‍♂️

  • theluthier Done!

  • crew

    I should be done with John Dunne's concept sculpt....but I'm not quite. Still have to detail the man-purse and build the bunny mask 😞 

    I did not manage my time wisely. Hopefully I can find an hour or two between now and the stream tomorrow.

  • i have a silly question , how do u appload a sketchfab to the thread .?

    • There's no silly questions! From your model's page, look for the "Embed" button, it's under the model viewer. Now a window will open, click on the HTML code, it will copy it automatically. Back to the forum, click on the "Code View" button, it looks like this: " </> ", paste the code, and click the "Code view" button again. If you did it right, it should show up in your text!

  • Assignment Week 2

    Currently fighting off sleep- been a long week.  Sculpt is almost done, and will be added to this post some time before class.  I just need to finish the face, which unlike my usual sculpting workflow, was left until the end.  In the mean time, here's the characters backstory(sorry in advance for broken English).

    Adam is the security officer in charge of mining outpost ZT-1049; located on a small asteroid somewhere out in the middle of no where.  Following a brief rise to fame after becoming the record holder for flushing the most unsuspecting raiders out of airlocks and receiving several lawsuits from the Human Civil liberties Union, Space Y Corporation decided to transfer star employee Adam somewhere far from the public eye.  Fortunately, Adam really doesn't mind the place.  With a population of only 29 people he finds the job rather easy, and spends his days either sleeping in his private security room or eagerly waiting for the next raider to try and break in.  Ed from TN-9430 was getting a bit too close to his record for comfort, after all.

    Age: 26

    Interests: Western films, Old guns, Airlocks

    Notable Achievements: Flushing 432 raiders out of remotely opened airlocks(Current record holder for this)

    Hobbies: Sleeping, role playing as a cowboy

    6 AM update: Looking at it now, I missed a few things on the coat.  Also I had an a few issues with the booleans towards the end, but those most likely can be fixed later on(sleep first, fix later).  A bit more detail on the boots wouldn't hurt either.  

     Would love some feedback!


    • crew

      I got a kick out of the humor in your backstory. The airlocks... 😆 I like how down-to-earth Adam's space career is; ups and downs.

      Your sculpt is a good representation of the art, with details matching, pose is pretty close minus the right arm bend. Your character has gained a little weight from the art to the sculpt. Not a lot - maybe "big boned" is a better way to put it.

      If I had one big note, it would be that there's not a ton of visual personality with the character, neither in art or sculpt. It's all fairly neutral. Now that I've read the back story, there's key actions that could translate into a pose for this concept sculpture. Like jolting up at his desk, alarmed at the sight of raiders sneaking in on his security monitors. Or him at his desk sleepy since nothing has happened at his job in several weeks. Something like that would have sold his character a bit more.

      Still, you've accomplished the assignment well. It's a B+ in my book 👍

  • WIP of my sculpt for week 2. It is still very rough but i want to show something befor stream 3.

    It is still missing things like Backpack or shoes but even at this stage i think i learnd a lot of stuff. I am definitely going to fininsh this.

    Concept by: @katsu0073 (Instagram)

    • crew

      I love this concept art! Dynamic pose with a lot of personality. Great choice, Hans.

      You're well on your way with the sculpt! It's a very authentic translation of the art so far 👍 I don't see anything in particular to point out as "this needs improvement". Just to keep up the good work. I see a lot of potential with this one.

      One suggestion would be about the hair. You may drive yourself crazy trying to sculpt all those locks. It may be easier and end up looking better to use the technique in this video.

    • Oh no Kent! It appears that ssilenthans is sculpting a member of the Battered Bunnies. Looks to me like there will be some direct competition with your K-9 Fox character. It will be a neat composition with the two having a "stand off" with one another.

  • Here's my WIP for BC2-1803 Week 2 homework. It's my first time sculpting asymmetry + pose mode, was struggling trying to match the concept art and having things make sense in 3D space. Still lots of things to be done and tweaked. It was a blast sculpting this character ;)

    A lot of good stuffs going on this week, you guys are doing a fantastic jobs, I need to keep up with you guys ;)

    • great sculpture ! i was affraid the u r not going to post any work this week , but it worth the waiting !

      u r inspiring ! 

      it was a tough homework, it moves us out but the comfort zone ! 

    • Lol, I was kinda lazy and laid back abit this week, I thought this character was simple but it turns out not to be so. Your sculpted character is incredible and you did all that by using a mouse?

    • crew

      Excellent sculpt cc0mm0n53nse! So authentic to the art, such polished surface quality. You take home the reward for week 2's smoothest sculpture 👏

      And the respect you paid to most details like wrinkle locations/shape and overall pose, it's very commendable. Aside from the seeminlgy missing ponytail and owl, the sculpture alone is easily an A. But no backstory?? I'd love to catch a literary glimpse into this character and his world. As part of the assignment, guess I have to give a C since missing... Unless you write one up! 🙏

  • Ach.  I work so slowly.  Here is another update.  I find it difficult to sculpt a face without the eyes being colored and sometimes coloring the face helps me adjust other things.  Trying a dramatic 'bat'-angle and some experiments with hair.

    • nice progress , the pose is cool , and the sculpture feels very good !

    • crew

      What a jump from the last post lhumungus! Seriously, this looks awesome. The camera angle adjustment, lovely detail additions, her face, and *that* hair. Also the little bit of facial paint for lips and eyes helps her feel so much more human compared to leaving everything grey.
      It looked good before, but this is next level. You've earned a + for you A 👏

      Are you planning to do sculpt only or neutralize into an animation-friendly version?

  • Homework Submission - Week 2

    Late!  Due to previously mentioned hard drive failure.  But, done.

    Reference for....reference:

    This was really challenging to sculpt.  I kept seeming to want to naturally add more realism to the sculpture; but the concept art is cel-shaded cartoon style, which is very simple, and it forced me to keep having to go back and simplify the sculpting to maintain the style.  I'm not 100% satisfied with the face likeness, but I'm going on the notion right now that the likeness will come closer during the texturing phase.

    I've left Indy's gun and whip/bag out for now, I'll add it after the character retopology is done.

    Backstory - well, it's Indiana Jones!  Doctor Henry Jones, Jr. formally, he's a professor of anthropology who teaches archaeology classes at Marshall College in Connecticut.  But when he's not teaching, he often goes on expeditions for the university to find or retrieve historical artifacts.  These expeditions take him all over the world and occasionally into conflict with rival archaeologists, and representatives of foreign governments and militaries who are drawn to the mythical powers some artifacts are alleged to have.

    • crew

      Nice job jjakeblended. I see a very clear correlation from the art to your sculpture. You've done good work being authentic to the details in the design.

      The jacket and pants have a little bit of an inflated feel to them, or puffy. A little like these snowboard pants:


      It seems to me a situation where the art doesn't give you much in terms of clothing wrinkles. But in 2D it's not bothersome visually, where in 3D the result is more puffy than it is denim/khaki pants and leather.

      Aside from that your sculpt feels pretty good. Maybe some additional polishing of shapes like the face, hands, and shoes. But overall it's a B in my book 👍

      PS: And thanks for doing Indy's background even though most of probably know about him.

  • Homework submission wk 2 (work in progress) -

    I started with this as a skinned mesh, and ended up in the 9th level of clay strips hell.

    So I went back to step one.

    Here's my pre-sculpt, after taking the skinned mesh on the left and splitting it into a body shirt and robe.

    It feels like this will help me get a better sculpt... (I don't see how I could do worse than my first go at it lol.)

    • Coming along nicely...

    • crew

      LOVE the backstory types next to the character art. As in combined in one image 👌 And I like the laid back, normal, real-life guy impression it gives. Fits the art well.

      Hahaha you had me cracking up with "9th level of clay strips hell" 😂. Who hasn't been there?! Your skin modifier redo is sooo much better. It's even an art in itself to get the skin modifier to begin resembling the character.

      Keep up the good work stonewing!