Forum Archive › [ENDED] BC2-1803 – March 2018 Class Homepage – Creating Stylized Characters with Blender
Homework submission Week 3
Hello, I am Kate, and I like doing retopology.
But I don’t want to see it for a month (at least).
I was busy working on another project, so I had to do all of the retopology in two days. The only thing that saved me was the Multires modifier – I had decent base meshes for the shirt, pants, socks and shoes, so I didn’t have to rework them. And the cape seemed good enough from the simulation. But the head, coat and hands (especially the hands!) were quite enough to entertain me over the weekend.
I also modelled his eyelids, even though they are not in the original sculpture. I’m not entirely sure how to go about this, so I ripped the edge where his eyelashes are supposed to be, and I hope I’ll be able to rig it for animation this way.

I’d still like to polish a few things and upload the model to Sketchfab, but I really need to get some sleep, so I’ll do it tomorrow.
And here is my Robo-orb submission.
Unfortunately looks like I am falling behind the class this week.
But I would surely try to catch up. Retopology is fun, it’s kinda like a puzzle game in a way.
Also I’ve got some problems with RoboOrb. I’ve started building from the top crease and it seems fine, but all seems somehow jagged in the bottom half. What’s the reason for this. Could anyone help please?
Homework Submission Week 3 Part A
I DID IT!
And everything hurts.
Thanks Kent for the hair tutorial! It turned out WAAAAY better than I expected!
I still have to do the RoboOrb. I did one a billion years ago, but I don’t like how it looks. It’s poor craftsmanship.
it s very very good ! the model and retopo is pure beauty !
excellent job Jack !
I had that too. Have your retopo’d mesh selected in Object mode then set your shading to Smooth and that should help the jaggies.
Well….. taking much longer than I thought to get a modeled character. This is my first serious foray into sculpting, so working with the large learning curve. I’m trying to figure out how to get the skirt portion of her outfit sculpted, but it just seems like too much work to sculpt it than to box model a base mesh then sculpt details into it. It’s a learning process, no?

Artwork for reference:

Haha indeed @jack07 . I didn’t see it that way until you said that.
Thank you @theluthier sensei (I love that nickname). Retopology feel like the final piece of a puzzle when making models. This course has been good kickstart of courage for me to get into creating more characters to learn the workflow better.
I can’t like that pose too much. Damn fine sculpt and details.
Does anyone else think that sketchfabs standard light is too bright? It always burns one side of the model fully white
I really hope Ulbricht returns from his sea journey. I’ve heard that finns can be hostile if they see an unfamiliar ship approaching.
You made it! Great job @malhomsi !
Yeah man! The hair looks brilliant! Nice topology you got there. Great job!
Homework Assignment Week 3
Maybe on the Earth there is some time zone where there is still Sunday, my time management totally failed this week.. The biggest mistake was not completing the orb exercise in advance, it took much more time than thought and still being only at the half.
But there is no excuse has to do like in a real school – posting which having 🙂
The little giraffe is neutralized but did not have chance to retopology:
Regarding the orb exercise, still following the tutorial of Jonathan Williamson and being at that point, did not reach that phase yet when the back side so the real task need to be worked out.. Next time I need to be more careful with the time

Homework Submission – Week 3
Man, this was hard stuff. Not the actual retopology work itself, but everything ephemeral to it – I kept making mistakes and having to start over. Once halfway through retopo I realized that I had joined all the parts of my model together but didn’t boolean them together, and it was causing weird issues with the shrinkwrap modifier in combination with the subsurf; it seemed like in some spots it wanted to shrinkwrap to the internal geometry for some reason. I was able to copy my retopo object to the clipboard and paste it into a much earlier save from right before I joined everything together, and start again from there. It took a lot of patience, especially with the Boolean modifier in making sure it didn’t leave any internal geometry – I had to try a few different “orders” of combining parts before I finally got a solid model. But, things were learned.
Going with Kent’s advice I “took in” the pants a little so they weren’t so baggy. I took a tiny bit of mass from the jacket too but very little – I wanted that to look a little puffy, it is a jacket after all. I also did some polish on the face and especially the shoes before I started the retopo (the shoes were awful in my Week 2 sculpt).
So here he is:


The jacket and the hat are separate pieces from the rest of the character. When looking from a distance, the wireframe from the character’s arms visually “bleeds through” the jacket wireframe in some places – I’ve tried a few things but I can’t seem to prevent that if I want to stay zoomed out far enough to get the entire character in the viewport (the effect goes away when you zoom closer). Just take my word for it that it’s a visual artifact I suppose.
And of course my RoboOrb, from back when I first submitted it as an exercise for the Retopology course:
I’m really brand new to sculpting also. Really new – my whole sculpting portfolio is Melvin, twice, and then the models I’ve posted in this thread. I have a feeling these exercises would be a lot easier if I’d had some more sculpting practice before now and the learning definitely has a curve to it, but I think I’m starting to get the hang of it. From the looks of it so far, so are you!