Anime Course Character - Progress Body Complete

Quite difficult to do the hands, but I got it done. I am sure I will make some adjustments when I come back to look at it tomorrow, but there it is.

I will probably never do another character model using this method; I highly prefer sculpting and retopo, And seeing as the updated characters for games course has the actual manual retopo process in it this time, I should be able to take what I learned from here, combine it with that and get pretty decent. I already have some mileage from retopology last time I was doing this so hopefully it all comes back. Practice practice practice of course.

My plan is to finish this course then move to the other course and do 2 Characters while following along. One of my own original design, and the orc from the course.

Lots of work to do and lots of learning to do but progress is progress.
Persistence wins in the end.

6 Likes

Looks good. Well done. However what you have learnt is what you should do to retoppo any LP version of a sculpt! So you should be doing this a lot! It is the original and proper way to model a character.
It is used and shown more in the new version of the character creator course.

5 Likes

Oh of course, practice practice practice is the name of the game. :metal:

2 Likes

I never tried sculpting + retopo. It’s probably easier to have a base mesh to snap the vertices onto right?

1 Like

I wouldn’t say having the basemesh makes it any easier, while yes using something like shrinkwrap modifier helps keep the form of the sculpt, you must know topology.

Thus the method used in this course is still useful to know and do at least once; even if you prefer the sculpt->retopo way. This is because all the things like the vital loops around the face and body still apply.

Just know this. You will almost never have a completed topology that you work from reference like in this course. I highly recommend using reference, but 10/10 times your sculpt/model will not be 100% like any of the references you use. Thus understanding topology is crucial to character modeling. That way you can adapt the topology of your model to suit your needs.

This is all based on my knowledge and I am no expert in this… yet.

2 Likes

Beautiful quads mesh. Very delicate hands for a lovely anime character!

My understanding is that this type of mesh is easy to manually weight for a rig. Note the circular pattern around mouth and eyes and 3 loops around joints.

I don’t know much about sculpting details but if you can bake detail onto this mesh you would think it would animate very well?

2 Likes

Privacy & Terms