Blender 4 Character Creation Breakdown Tutorial: RETRO SPACE GIRL (Modelling, Materials, Rigging)

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  • เผยแพร่เมื่อ 26 ส.ค. 2024

ความคิดเห็น • 62

  • @Knapperoni
    @Knapperoni 6 หลายเดือนก่อน +6

    I'll be sure to send this one to people who ask me about how to start sculpting from now on, covers the basics in a very clear and concise way!

  • @lyghtkruz
    @lyghtkruz 6 หลายเดือนก่อน +2

    Awesome work as always. I really appreciate how detailed your videos are as it helps to reinforce my knowledge base of blender.

  • @swarnord
    @swarnord 6 หลายเดือนก่อน +2

    On the topic of shape keys, you can use shape keys on your game character. I am using Unity and I do use shape keys for almost all characters and Unity recognizes shape keys on import and I do prefer to use it for facial animations like blinkning. That way I can control it through code very easy (of course you can control bone driven animations through code) shape keys can also minimize the number of animations in your animator which quickly can be cluttered if you are not carefull. And lastly with shape keys you dont need to worry about creating animations for every expression you might want to use since you can just set a new value for the shape keys over a duration of time. But as with everything its all about what you are doing, which workflow you prefer, time, optimization and so on. I hope someone finds this information helpful:)

  • @Yaroslav_A.
    @Yaroslav_A. 6 หลายเดือนก่อน +1

    [14:03] A little tip for the spiral curves: there is no need to make spirals manually since there are default spiraled curves in blender. To use them you just need to activate the in-built add-on called "Add Curve: Extra Objects". Then in Object Mode [Add] -> [Curve] -> [Curve Spirals] - adjust the spiral's Height - VOILA !

  • @pr4shantishere
    @pr4shantishere 6 หลายเดือนก่อน +10

    Can you create a different video explaining the workflow to create this kind of video's? It would be fun to see

    • @jgg75
      @jgg75 6 หลายเดือนก่อน

      And then a different video on how you created that video...

    • @abdulhameedlawal8579
      @abdulhameedlawal8579 6 หลายเดือนก่อน

      I wanted this to be a tutorial

  • @Magicguy33
    @Magicguy33 6 หลายเดือนก่อน

    Grant you just know how to be spectacular! Quick and concise with the perfect amount of detail!

  • @brandonjacksoon
    @brandonjacksoon 6 หลายเดือนก่อน +1

    Always best quality! Thanks for helpful content, Grant!

  • @brandonjacksoon
    @brandonjacksoon 6 หลายเดือนก่อน +1

    Thanks Grant! The character loos awesome!

  • @keicaberte8292
    @keicaberte8292 6 หลายเดือนก่อน +1

    My favorite blender teacher as usual 👍

  • @DrGroo
    @DrGroo 6 หลายเดือนก่อน

    Thanks for another great breakdown/tutorial Grant. Love the character.

  • @ILLRICARDO
    @ILLRICARDO 6 หลายเดือนก่อน

    Would love a full tutorial series of this!!

  • @avocadofiregame
    @avocadofiregame 6 หลายเดือนก่อน

    Absolutely love this art! Great explanation

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน

      😀

  • @raymobula
    @raymobula 6 หลายเดือนก่อน

    Awesome. I’m working on a project for my kid, so, perfect timing.
    I’ll give your approach making the hands and fingers a go. (My ogre needs new hands).

  • @OhBaNoBa
    @OhBaNoBa 6 หลายเดือนก่อน

    Yet another great video! Fyi, Shapekeys can be exported. They are used heavily in applications like VRChat for avatar expressions 🙃

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      Thanks for the info!

  • @DiggerDevil
    @DiggerDevil 6 หลายเดือนก่อน

    This was awesome. Make more like this. Love ya vids

  • @arthura.8836
    @arthura.8836 6 หลายเดือนก่อน

    Incredible well done!
    TY for sharing

  • @user-gg8xc4po5y
    @user-gg8xc4po5y 6 หลายเดือนก่อน

    Thank you for your work!

  • @paschu4444
    @paschu4444 6 หลายเดือนก่อน

    Wonderfull Work ! Thanks

  • @619Shippo
    @619Shippo 6 หลายเดือนก่อน

    Another great video.

  • @RichardGDBaker
    @RichardGDBaker 6 หลายเดือนก่อน

    Wonderful stuff Grant, as ever. So many disciplines utilised for this one video. How long would you say it would take to reach a level of competency with all those, and is there an order it should be approached? These days I am able to create simple characters, with some basic texturing but the idea of rigging and weight painting and animating... Kind of daunting. So how best to approach so many disciplines? Would it be best to master one at a time, or familiarise myself with everything on a basic level first? Thanks again for the amazing work and production of your videos. Cheers Ric.

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      It's tricky to say really. It's whatever you feel comfortable with. Although it's often best to work on one at a time it's good to experiment too

    • @RichardGDBaker
      @RichardGDBaker 6 หลายเดือนก่อน

      Cheers Ace. I'm trying to go in stages and become competent first before moving on. I think I'll forget less that way 😅

  • @derethreborn910
    @derethreborn910 6 หลายเดือนก่อน

    Cascadeur!

  • @pr4shantishere
    @pr4shantishere 6 หลายเดือนก่อน

    Your characters always looks like works of a big studio. It's what inspires me ❤

  • @meosart1758
    @meosart1758 6 หลายเดือนก่อน +2

    You actually can use shape keys in both Unreal and Unity. Don't know about other engines

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +2

      i didn't realize. thanks

  • @philippelepilote7946
    @philippelepilote7946 6 หลายเดือนก่อน

    Reminds me of your Deep Sea Diver in Sculpt Jan 2019

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน

      yes thats very true :)

  • @vahidedegirmenci
    @vahidedegirmenci 6 หลายเดือนก่อน

    🫶🏻😍 awesome tutorial. how do you export fbx mesh and animations from blender? Can you make a video for “exporting from blender” ? (I’ll use 3d models in Unreal Engine.)

  • @DLVRYDRYVR
    @DLVRYDRYVR 6 หลายเดือนก่อน

    You're the Jamboree 🎉

  • @cqrhqr3418
    @cqrhqr3418 6 หลายเดือนก่อน

    Why do you weight paint separated objects instead just joining them. Is it possible to weight paint different objects under one armature?

  • @nicksalve
    @nicksalve 6 หลายเดือนก่อน

    Super awesome! I've never done character rigging or anything like that before so not familiar with how weight painting applies to rigging. Based on your brief explanation of the leg, I assume it has something to do with how much the mesh is distorted by the movement of the bones?

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน

      exactly

  • @hoseinbebany
    @hoseinbebany 6 หลายเดือนก่อน

    Beautiful Sir, but can you tell me please why you didn't choose grease pencil as an option to draw the character & choose photoshop

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน

      Not my style at the moment. But I might do something along those lines in the future

  • @blackcitadel9
    @blackcitadel9 6 หลายเดือนก่อน

    Drawbridge!

  • @MartKart8
    @MartKart8 6 หลายเดือนก่อน

    I'm confused by something, I keep seeing people mentioned when moving an armature that's connected to a mesh to use weight painting, Nothing changes at all, so I Ctrl G and mesh in edit mode, and remove active Group, then Ctrl G Set Active Group, choose a bone, then Ctrl G Assign to Active Group. I do this for things like eyes and eye brows.

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน

      yes you can do both ways

  • @MediaGraphica
    @MediaGraphica 6 หลายเดือนก่อน

    Cool! May I ask, is it possible in NLE to change a rotation direction during the blend area? My personage walks forward then turns back and walks back. So, nla blend actions from one pose to second with rotation. Thanks!

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      I don't actually know because I never get that far

  • @MrJeffersonAlTreed
    @MrJeffersonAlTreed 3 หลายเดือนก่อน

    Can you share some blockouts? 😭

    • @grabbitt
      @grabbitt  3 หลายเดือนก่อน

      What do you mean? Like the base shape?

  • @HOMELANDER-24
    @HOMELANDER-24 6 หลายเดือนก่อน +1

    Bro Can you share this reference image I want to follow your this video

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      I'll try and sort that out for you

    • @HOMELANDER-24
      @HOMELANDER-24 6 หลายเดือนก่อน +1

      @@grabbitt thanks, you can pin in comments

  • @nancyspicer4313
    @nancyspicer4313 4 หลายเดือนก่อน

    HOW DO U CHANGE THE RESOLUTION!!!!!!!!!!?????????

    • @grabbitt
      @grabbitt  4 หลายเดือนก่อน

      The remesh, with ctrl r

  • @iseptianto
    @iseptianto 6 หลายเดือนก่อน

    fu*k ,it is cool 🙌👌

  • @littleprincessnene
    @littleprincessnene 6 หลายเดือนก่อน

    What add on do you use for rigging and will that work with popular game like SL?

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      autorig pro probably best

    • @littleprincessnene
      @littleprincessnene 6 หลายเดือนก่อน

      @@grabbitt I got quad remesher based on your recommendation the first week I was learning sculpting since manually retopo is just too time consuming. Amazing buy. Will auto rig pro bone works with second life? How is the auto weight feature? Does it help with animation as well? Ty

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +1

      not completely sure but it probably will as it has the most compatibility

  • @Lavicious
    @Lavicious 6 หลายเดือนก่อน

    YIPPIE

  • @oluowolabi6589
    @oluowolabi6589 6 หลายเดือนก่อน

    @Grant. Is Kitbashing for character creation cheating? As a Generalist nothing is more frustrating when an Art Director rejects hours of work creating from scratch, as with all your character creation tutorials.

    • @grabbitt
      @grabbitt  6 หลายเดือนก่อน +2

      i think kitbashing makes a lot of sense :)

    • @PrinceSolomon82
      @PrinceSolomon82 6 หลายเดือนก่อน

      ​@@grabbittThanks. 😅 I feel better.

  • @Yaroslav_A.
    @Yaroslav_A. 6 หลายเดือนก่อน +1

    [11:36] I would like to add a bit of critique to the way you've rigged the gun with an empty.
    This way of rigging is FLAWED. The weapon should be rigged with an additional bone instead.
    **And that are the main reasons why:
    1) It'll become unbearably tedious to switch back and forth between empties and the armature-bones while you animate the character (if you do the animation)
    2) It's impossible to export empty-based rig to the game engines.
    3) With empties you just cannot use ANY of useful bone instruments, like pose libraries, or Inverse Kinematics *if it's handled by weapon (which would be handy even for the arranging of the single pose).
    4) If you decide to print the figure - you can apply bone-rigged pose with the two mouse clicks literally (right click -> convert to mesh). And - as a contrary - there is much more tedious set of actions to apply the pose which is controlled by empties.
    __
    So I see a proper option to rig weapons this way:
    1. To the main armature add an additional bone which is parented but not connected to the palm and name this bone (for example) 'GUN'.
    2. Then create a Vertex Group for the weapon and name this group the same as the previously created bone ('GUN') - then assign all weapon's vertices to this group.
    3. [*while armature is in the rest pose*] Place the weapon to the right place (inside the fist)
    4. Parent the weapon to the armature: Ctrl+P -> Armature Deform [*without any additional options, just _Armature Deform_ ]
    5. It's done - VOILA !