Forum Archive › [ENDED] BC2-1803 – March 2018 Class Homepage – Creating Stylized Characters with Blender
@malhomsi just hold on, with the color palette having similiar issues, somehow hard to find the same color in Rendered view.
Anyway I started with Vertex Paint and not with the Texture Paint as Kent demonstrated, basically I should just put circle spots on the little giraffe but somehow they are blurred at their side, instead of being sharp as should be on the reference. But will check yet why
I spend the last few days preparing my character for texturing, plus I rigged her because I have a lot of free time haha! (If I sound pleased about this, it’s only because my programmers made this my default tone of writing! I’m actually quite depressed!)
I made a quick coloring with materials, as placeholders, and I was wondering what do you guys and gals think? Should I go with these colors? Maybe someone with knowledge in color theory can give me some advice:

The render and the material view of her face look so different >_>
I plan to do the textures in Substance Painter, at least the clothes. Not so sure about how to deal with the skin, maybe I can make a simple subsurface material in Substance… I need to learn how to make my own materials urgently!
Getting the right colors sounds easy but it’s quite draining! Maybe you just need a little rest!
looking great with color, i m not sure about the purple color ! i imagine the coat with a lot of golden ornaments .
try to switch the colors between the coat and the underware !
Excellent work. The deformations look great. It appears from her expression that she’s exhaling, getting ready for battle.
Homework Submission – Week 4
All right, I think I’m satisfied with where I’ve got things.

I went with the non-shader style of texturing because it suits the character, which is based on a 2D cartoon-style concept to begin with. I understand now what everyone says about how Blender’s painting functionality could be better. Not so much with the paint tools themselves – I suppose they’re fine enough – but file-handling, referencing, linking, all of that is somewhat convoluted and unforgiving, and I imagine it could be done better.
After texturing the character, I modeled his typical equipment and textured it as well. And this is where I ran into a problem. Indy’s jacket is supposed to drape over the items around his waist, but I failed to account for that when I sculpted and retopologized the jacket. Because of the shrinkwrap modifier I couldn’t edit either object without severely distorting the shrinkwrapped mesh. It took a little while, but the way I worked it out was by blocking in a very simple mesh to surround the jacket, and then used it like a lattice, giving the original sculpt and retopo’d jacket a mesh-deform modifier and binding both of them to it. In that way I was able to edit both objects at the same time by editing the lattice. I’m glad I learned this utility, but it might have ultimately had little point, since at the very end of everything I ended up applying all the modifiers, decimating the mesh, and deleting all the sculpts anyway.
And before I forget, my ax texture, one of the very first exercises I did at CGC. I had looked at all of the other axes people had been submitting and decided to go with an old, very rusty and neglected blade because I hadn’t seen anyone else take that approach. Sad to say I was rather unambitious with the handle though, but I did try to make it look like old wood:
Homework Submission Week 1
Yes, week 1, I know I’m a bit late. However, I just got my hands on a graphic tablet and I had to test it out, so I thought I might just do the first assignment. Sculpting with a tablet is so much more fun than with a mouse and if anyone is thinking about getting one, I highly recommend it.

I decided to go with Sylvester Stallone. Now when I look at it he seems to have a baby face a bit, but I hope it resembles him enough.
Homework submission: Week 4
One hour before midnight but I managed to finish the professor by the end of the month. 🙂 I fixed a bunch of things, most notably his eyes and eyebrows, and the coat pockets. I lost some detail in the retopoed head, so I baked a normal map to reclaim them. And I finally got to sewing buttons on his lab coat. No more duct tape solutions, yay!

And here is the axe I painted I while ago:
He looks AMAZING! I thought you used simulated hair for the mustache, but in a closer look, is it hand drawn?!
Ok, took me long enough but I made the retopo of the head. That should be the trickiest part of my character beside hands and well… toes. I still have some back thoughts about the nose. What do you say?
I think the shape of the nose is great for the character. A couple improvements could be made to the topology.
1. The nose (and maybe large parts of the sculpt as a whole; is this with subsurf?) has far more geometry than it needs to accomplish the shape.
2. You got most of the important edge loops, which is great. It would be good to have one more loop that circumscribes the nose and mouth.
3. There is a six pointed pole on the center line right between the eyes, This is not an ideal placement since it obstructs the center loop and will potentially experience significant deformation during animation (if that’s in the plan).
Great job overall though, especially if retopo is a newer endeavor for you.
Well, we are mostly cleaned and unpacked now. I had planned to focus on one of my other characters but, I’m going to go with this one, since I already have a good blockout-base done, I should be able to get a decent sculpt, and figure out some texturing stuffs this week, thanks to the extension that is. Here’s a snap from a character-storming session. His name is Moorkata. He’s a sidekick of the character I wanted to do but meh, life.

Just for kicks. I plan to sculpt him next after I figure out what I am doing with textures and stuffs with Moorkata. 
Homework Assignment Week 4:
Well it looked pretty good in ZBrush, but to get the resolution I needed for decent vertex painting, I had to subd x 8. This warped the geometry even with creases so when I backed it down to the base subd for export, the textures were crooked. 🙁 Thus I’ve included a screencap from Blender using a decimated version, and then an even more decimated version at Sketchfab. I’ll have to figure out some other method when painting my main figure, maybe just leave in ZBrush.
Also tried painting in 3D Coat which was pretty fun but was running into too many little issues and was pressed for time. Thanks for viewing!
Demon Ax by lhumungus on Sketchfab

Catching up on some of the streams and … so I love the idea of a short-film boot-camp or something like that. Would be pretty awesome. 3 minutes of magic? Maybe several members of Team-CG could instruct various aspects with live-streams, have some mild overlap with each other, for an overall active-class/course that culminates just before Christmas with a shortfilm? Blood, Sweat, and Fears? I am in. I would think one could argue that someone should know just about anything of everything on the list I have. I imagine it to be a good progression for the path I am trying to take. But I would think overall, the goal would be to lay the foundational basics-for, and then have some supplemental “advanced this and that.” Possibly with both, utilizing content that already exists on the site, worked into a “syllabus,” and making “homework” out of some of it. The hardest aspect, I would imagine, would be … to get several full teams- with no “drop-outs,” and to have some people take on aspects/roles they might not really want to?
The “winning team” gets a CG citizen yearly -20% bonus? =D
Anyhow, Kent, please take at least 6 months to formulate a “short-film” objective class. haha