Forum Archive › [ENDED] BC2-1803 – March 2018 Class Homepage – Creating Stylized Characters with Blender
My oh my…somehow blender corrupted my file. The size seems relevant to the retopo character, but all I see now is a default scene setup and a cube… Good thing I got a backup but it’s like 1,5 week old with a lot of progress lost.
Maybe there is a way to recover the file?
FUh…
I’ve found blend1 file that seems to be alright. Had my 5 minutes of panic and regret tho.
Hello, all and Kent.
Just a check in. I realized that the bulk of my issues currently are big-fat-nub with little experience. Lower poly-UV map, Higher poly normal. Get detail lower poly count achieved. Is this thread open indefinitely? I am finally to a point that I consider “done” with my core sculpt. He’s missing some of his tech gadgets that ill work on later. About to get to making my UV map and finally opening substance painter. Anyhoo! I’ll post files and a sketchfab later. Just introduced myself to that on Friday with my Facebook debut.
Thanks Jere! Speaking of maps, does anyone know how to get opacity masks to work in sketchfab? I have seen plenty of models that use them, but I tried every possible setting on those feathers and could not get it to work properly.
I can’t provide a pro-critique, but I think that looks really good! I like how you kept the scar in the model, and in general the spacing of your quads looks appropriate to me.
Discovering the true scope of the pain I am putting myself through. Wow …. substance painter is awesome …. and HUGE … lol … UV’s are mostly done. Realized some procedural errors. “Multi-mesh composed “object” good – makes substance work like loads …. easier … lol. Check.
Modeling a ball, make it a ball formed by at least 4 objects or “subtools” in Zbrush. lol Anyhow, I think I am on the path now. Zbrush also has a nifty “project” feature which I can use to transpose higher poly detail onto a lower poly mesh with the normal map. My noob failure trying to force all detail into the model itself. So I can crash systems everywhere. I supposed this will be something else I’ll have to figure out, how low is too low? At the moment I do not know where I stand on getting a less dense mesh and maintaining the detail with science and stuffs.
Moorkata by Arclight77 on Sketchfab
I’m really interested in how this character is developing, so by all means keep posting.
A note about that Sketchfab upload though – it is highly off-center and difficult to pan around. I’m not sure how Sketchfab determines the center of rotation of a model – whether it is the global XYZ of the scene, or the origin of the object or the parent object or what….but perhaps try applying your model’s position/rotation or recentering it on the grid maybe?
Homework Submission Week 4
Poor Ulbricht had to be decimated almost beyond recognition, but he made it into Sketchfab. The texturing process took quite a long time, but that was what I thought before the rigging and weight painting. Wow! I used every bit of the class extension Kent graciously gave us. I had a great time meeting everyone and seeing the inspired creations of you all.

It is strange how big I made the eye texture. One of many things I learned what not to do on my next project. Another one is not to apply the Subdivision Surface modifier too soon. Shape Keys are not your friend with dense geometry. Ha ha.
See you all next time and a big thanks to Kent for making this class happen.
Well even decimated Ulbricht looks great. The textures are so detailed that if you strapped them on a cube they would make it look like a viking lol
great work ! Ulbricht is taking life even with the decimation ! u r a very talented artist ! it was a pleasure to meet u in this class !
Homework Submission Week 4
so here we are…
after a lot of effort i ve finished working on my homework , and despite technical limitations , i have to say that i m really proud of the end result!
i have enjoyed this class very very much, and i recommend it to everybody.
i never thought that i ll do what i have done , i’m a hobbyist , and thank to this class i done in weeks what i used to do in ages.
thank u my dear classmates , it was a pleasure to be among u . i cant wait to see ur future projects!
@theluthier Sensei ; thank u for everything , ur devotion ,kindness ,and patience. i owe u a lot !
and thank u to CGcookies !
now it s time to take my art more seriously, and invest in a tablet and a new pc 😉
Ps: please forgive my bad english !
a last request Kent : can u please make a final stream to close the class ! pleasssssse 🙂
Phenomenal =) Quit your day job … soon.
Yeah, I’m not sure what’s going on, think it just got bugged somehow, because the setting matches exactly my first upload. Only thing that is different, I made some changes to the model. Couldn’t figure it out. Was being having like it was in first person even though it was in orbit. I started me efforts today to generate my working low and high poly models, reworked into groups for easier experiments in Substance. Something else sort of happened … it had been bothering me a bit more each time I looked at the model. The fact that the head felt more like an ant … rather than a mantis. And well, there’s going to be some ant insectoids in my story …. because well .. African folk-lore. Anyhow, Here’s the original SketchFab and here’s today’s efforts. I will need to regenerate my maps as well, I suppose … before I hit Substance with fury.
Moorkata by Arclight77 on Sketchfab

Low-High-and JFC-polycounts.
@malhomsi You created a masterpiece. You also have a point about the last stream. The class seems to need a final live or recorded word from the instructor to have a sense of closure. It is probably the sign of a good sensei that the students want more.