hey thanks :) Yes absolutely. This workflow can accommodate rigging and animation. Rigging would typically come after Retopo yeah.. I might do a sort of "bonus tutorial" on that, although my rigging skills are not very awesome ;)
Wow hey man don't be so hard on your self. Your form is really solid. Everytime you did a merge or something out of context you say sorry. I love what your doing. Keep it up
The state of not knowing what to do next, and in which order is exactly the state i'm at, so this video was exactly what i was looking for. Thanks a lot, and keep up the great work!
Thank you for creating this video Rico. From 3:17 and on is the most interesting tip that myself and most beginners will benefit from. Have a wonderfull year and keep up the good work!
Simply in awe of your skill!! And, I'm only 14 minutes in to this video, but I appreciate how you're laying out the workflow as an artist. I'm only a month into 3D modeling but I can tell this is going to be a key reference video series. Thanks so much pal!
this is a request of a lifetime...can you please make a video creating a full character using the "blockout" method? adding simple shapes together to make one object. please this would mean a ton to me nice video ✌️
Great video, learning a lot. Could you please tell me what happened at 9:06 ?, when adding the cube for the ear, it seems (I'm a noob so not really sure) like the pivot/origin/orange dot moves from the center of the cube to the center of the head, it looks like the cube is still selected while showing the origin at the center of the head, before using the mirror modifier, so it would mirror the ear as expected. Thanks man you are amazing.
dude how do you that.amaizing .........from kenya and i lovee this tutorial.how i wish you could have just went through the basics during the tutorial but i love it
I'm what you'd call a professional freelancer.. that means I never really work permanently "In-house" in any large studios. That said, I do have experience working for a few larger game-studios as a character artist, and I've done modeling and animation work for many smaller studios. Right now I'm working as a freelance character artist for InXile entertainment :) I also do quite a bit of work for this local animation studio: bugbox.co.za/
Thank you for answering! I like this workflow as very quickly you see what the character is going to look like. I had a feeling you had industry experience just from the quality of your work, it's outstanding :)
@5:59 how did you add all of the verts to your mesh? I would really appreciate the help, your video has taught me so much that i needed to start making my own characters (I'm green if you couldn't tell)
Love your work man! I was just wondering about your insights of the blender sculpting tools. I know people prefer Zbrush in general, but I would love to hear your opinion as a Blender artist. Keep it up!
Hey thanks! :) Yes Zbrush is generally considered to be the very best sculpting application available... That said, when it comes to pure sculpting, there's not much that separates Blender from Zbrush. Both support tablets, both support some form of dynamic topology, and both have commonly used features such as masking and advanced brush control, matcaps, and geometry manipulation tools. The biggest difference (for me) is that Zbrush has way better performance once your mesh goes above say, 2 million vertices (although in this tutorial it doesn't go that high even). A character like the one I'm doing is actually really easy to sculpt in blender, the only reason I don't is because I'm more familiar with Zbrush's sculpting tools specifically. (I do all the other stuff in Blender) If you want to see blender's sculpting tools in action, consider checking out this awesome channel: ua-cam.com/channels/fjswDVU0XHyBN7UFG0Mi5Q.html
Thanks a lot for your answer Rico! Yes! Yanal Sosak is really good too! I will check his channel and will follow the rest of this series which actually, have me pretty excited about! Keep it up, and the best for you!
Fantastic tutorials! Maybe the 3rd video will discuss this, but I would really love to learn your workflow when importing back into blender. I wonder if you export a normal map and low poly from zbrush or try to import the crazy hi-poly and bake it within blender. I really can't find info on this other than old goZ/goB tutorials ...and are zbrush UVs compatible with Blender? I have failed at these imports dozens of times :( Thanks!!!
Hi, thanks for your feedback :) I'm actually cutting the next videos together right now, I'll make sure to include some extra info about how I export it back to blender. Also, as for UVs, I generally do those in Blender, as I'm not 100% comfortable using Zbrush for UVs. Normal bakes and AO bakes are done in blender as well, unless the zBrush sculpt is so heavy that it cannot import, if that is the case I use xNormal for baking. I'll be covering that stuff in future videos. :)
you mean the subdivisions? just select a cube and press CTRL+2 to subdivide it twice, then press TAB to go into edit mode, and it should behave like that.
generally yes :) but things like arms and legs can be sculpted in detail, and only joined to the body later... this is so you can hide them to work on the torso more easily. same goes for any body parts really. I like to divide them into: torso, legs, arms, hands, head
That's just a precaution actually. I think it's not always necessary. The reason for doing it is that Zbrush sometimes has errors when you try to import a mesh which contains Ngons. (it will have some holes and artifacts) so I like to convert my meshes to triangles before exporting.
I know i am 4 months behind but I was really hoping you could tell me how you get that tool with the box around your objects you use at the beginning around 5 minutes in.
It's pretty simple :) All you need to do is add a normal cube, then press CTRL+2 (This will subdivide the cube twice, making it look smooth and rounded like a sphere). Then when you hit Tab to go into edit mode, it should display like in my video. (The "box" around the object will be the original cube's vertexes.)
You can also add other modifiers in the modifiers panel, and the original cube vertices will still be visible unless you apply the modifiers. In my case, you can see on the right side of the screen at 4:59 that I have a subdivision and mirror modifiers enabled. (but since I didn't apply them the original cube vertices are still available in Edit mode.)
Rico Cilliers thank you for your quick reply! This is a big help in speeding up the process. By the way if you were interested in making a video explaining which "tools" you use to speed up the your process I would totally watch it!
hey pal can a full body character designed from blender be integrated with a java code to make an Artificial talking assistant ? any idea? or are these just for cartoons and animated movies?
it can probably be done, but I only have experience making the character itself. any kind of coding or integration with external software is beyond my knowledge. I'd say the best way to research it is to look at game engines like Unity or Unreal. chances are there is a way to do it with those types of applications.
can anyonr tell me what that method is where he like automatically squares out the edge of the shape ? It is like some sort of....bevel or edge loop method? I can't tell how he does it.
From SA myself...been wondering how to approach this kind of workflow. Busy with my own character for a kids animation short. Discovered Blender recently, so still learning. Kudos for the cool video
i.imgur.com/3VwGpLq.png this my third sculpting in blender ,I'm 2 weeks in blender now and I'm mor into sculpting than modeling ,but my problem is whenever i sculpt or model something i don't know how to texture it ,great vid btw
Hey Rico, I'd like to know if I could contact you for a project that's coming together! I emailed you before about 2 months ago but no reply was received. (:
Hey Alexis, my apologies, please feel free to send me your mail again, I'm afraid my inbox gets pretty hectic at times, I could have missed it easily. Sorry about that, do send it again to rico(dot)cilliers(at)gmail(dot)com
Thanks for sharing! This is Brilliant for stationary Character design.
Question: Can this method also be used in Animation after Sculpting and Retopo?
hey thanks :) Yes absolutely. This workflow can accommodate rigging and animation. Rigging would typically come after Retopo yeah.. I might do a sort of "bonus tutorial" on that, although my rigging skills are not very awesome ;)
Cool Thanks for the info and the tutorials. I really appreciate you content makers.
Rico Cilliers What program do I use for this to become an animation? And after that done, can I do ALL the moves?
Vinícius Duarte this can be animated in Blender, after it has been rigged with animation bones and controls (also in blender) :)
Rico Cilliers Thank you! When the second part of this video come out?
Wow hey man don't be so hard on your self. Your form is really solid. Everytime you did a merge or something out of context you say sorry. I love what your doing. Keep it up
The state of not knowing what to do next, and in which order is exactly the state i'm at, so this video was exactly what i was looking for. Thanks a lot, and keep up the great work!
thats great to know! thanks for watching, I'll post more stuff soon
Thank you for creating this video Rico.
From 3:17 and on is the most interesting tip that myself and most beginners will benefit from.
Have a wonderfull year and keep up the good work!
Believe me, this is not boring, I am learn a lot in this video :)
Your video is full of great tips
You just filled the gape between beginners tutorials and dump speed modeling
Simply in awe of your skill!!
And, I'm only 14 minutes in to this video, but I appreciate how you're laying out the workflow as an artist.
I'm only a month into 3D modeling but I can tell this is going to be a key reference video series.
Thanks so much pal!
Rico, you're realy smart! thanks for sharing. this the easiest character blocking method I ever seen.
Nice workflow tutorial. I am looking forward to part 2
Thank you for this! I learn a lot by watching you work!
Definitely using this blockout trick, thanks for sharing Rico.
Just wanna say man. You have helped me sooooo much more than other youtube blender tutorials. Please keep it up. :)
Cool first video, nice editing and nice flow. Keep it up!
...plus nice model ;)
your website gallery is very beautiful...thanks for sharing!
Great video, I'm so glad that I have subscribed to your channel! Looking forward to part 2 :)
the way you sculpting this model seems like the best way for me, I will like to see more of this.😁
I am so looking forward to this tutorial series!
This is a great tutorial! Looking forward the second part!
You're so inspiring, thank you so much for making this series :)
Rico you're an amazing artist dude, thanks for the tutorials
THAT'S THE BEST VIDEO I HAD SEEN EVER ♥ MY THANKS FROM ( EGYPT )
Thank you so much!!! Before I saw this tutorial I always started with a single object. Now I know better. ;)
oh heck yeah! I've been waiting for this one!
Thank you Rico for sharing your knowledge! Keep uploading videos!!
will do! thank you sir :)
Ready good tutorial, I don't often listen to every word said in a video explaining something but here i paid more attention then normal 👍
Great video and love your work. 👍🏻👍🏻👍🏻
amazing ... waiting for part 2 .
Thank you Rico for sharing this video! Keep up the good work ;)
Perfect tutorial and exactly what i needed right now! Thank you for this :)
I would like to see more of you doing the blockout method tutorial
Awesome, really educational :D
So much love and respect bro
Finally a blender tutorial with facecam xD
very interesting techique I definitely need to tey this now :) thank you
Ek hou van jou werk!! 👌Thanks for the tips I just started with blender and can't wait to learn more..
baie dankie :) sterkte
Thank you so much brh , I can't wait for zbrush part 🤗🤓
Can't wait for the next installment 🙌
this is a request of a lifetime...can you please make a video creating a full character using the "blockout" method? adding simple shapes together to make one object. please this would mean a ton to me nice video ✌️
Thanks a lot, Rico !!! Amazing !!
Great video, learning a lot. Could you please tell me what happened at 9:06 ?, when adding the cube for the ear, it seems (I'm a noob so not really sure) like the pivot/origin/orange dot moves from the center of the cube to the center of the head, it looks like the cube is still selected while showing the origin at the center of the head, before using the mirror modifier, so it would mirror the ear as expected. Thanks man you are amazing.
excellent blockout tutorial, thanks!
Great Video Thanks for making it.
Great tutorial! Thank You very much!
dude how do you that.amaizing .........from kenya and i lovee this tutorial.how i wish you could have just went through the basics during the tutorial but i love it
thanks keep making blender vids, thanks
no problem man :)
Your character ended up looking similar to Dave Bautista in stuber lol very cool :)
Great tutorial Rico!
wish you hadn't skipped the nose!!! but i'm loving this tutorial
What is the reason for triangulating the mesh if we are just going to dynamesh it in Zbrush? 20:21 Can I skip that step?
Rico, do you have an industry experience? And if so, what companies have you worked for, and what was your job?
I'm what you'd call a professional freelancer.. that means I never really work permanently "In-house" in any large studios. That said, I do have experience working for a few larger game-studios as a character artist, and I've done modeling and animation work for many smaller studios. Right now I'm working as a freelance character artist for InXile entertainment :) I also do quite a bit of work for this local animation studio: bugbox.co.za/
Thank you for answering! I like this workflow as very quickly you see what the character is going to look like. I had a feeling you had industry experience just from the quality of your work, it's outstanding :)
dude.. you're fuckin awesome!! make more of these!
@5:59 how did you add all of the verts to your mesh? I would really appreciate the help, your video has taught me so much that i needed to start making my own characters (I'm green if you couldn't tell)
I know I'm late but did you figured out?
Love your work man! I was just wondering about your insights of the blender sculpting tools. I know people prefer Zbrush in general, but I would love to hear your opinion as a Blender artist. Keep it up!
Hey thanks! :) Yes Zbrush is generally considered to be the very best sculpting application available... That said, when it comes to pure sculpting, there's not much that separates Blender from Zbrush. Both support tablets, both support some form of dynamic topology, and both have commonly used features such as masking and advanced brush control, matcaps, and geometry manipulation tools. The biggest difference (for me) is that Zbrush has way better performance once your mesh goes above say, 2 million vertices (although in this tutorial it doesn't go that high even). A character like the one I'm doing is actually really easy to sculpt in blender, the only reason I don't is because I'm more familiar with Zbrush's sculpting tools specifically. (I do all the other stuff in Blender) If you want to see blender's sculpting tools in action, consider checking out this awesome channel: ua-cam.com/channels/fjswDVU0XHyBN7UFG0Mi5Q.html
Thanks a lot for your answer Rico! Yes! Yanal Sosak is really good too! I
will check his channel and will follow the rest of this series which
actually, have me pretty excited about! Keep it up, and the best for
you!
Can you make the character move or after sculpting ..or do you have go on edit mode
great video thank you :)
awesome!!
Fantastic tutorials! Maybe the 3rd video will discuss this, but I would really love to learn your workflow when importing back into blender. I wonder if you export a normal map and low poly from zbrush or try to import the crazy hi-poly and bake it within blender. I really can't find info on this other than old goZ/goB tutorials ...and are zbrush UVs compatible with Blender? I have failed at these imports dozens of times :( Thanks!!!
Hi, thanks for your feedback :) I'm actually cutting the next videos together right now, I'll make sure to include some extra info about how I export it back to blender.
Also, as for UVs, I generally do those in Blender, as I'm not 100% comfortable using Zbrush for UVs. Normal bakes and AO bakes are done in blender as well, unless the zBrush sculpt is so heavy that it cannot import, if that is the case I use xNormal for baking. I'll be covering that stuff in future videos. :)
A new way of modeling I would like to see more from you and learn too, also would it be ok I give mention for using this method?
Can you tell me what u did at 4.53?
looks cool!
at 5:15 how to you get that object still there with the wireframe around it??
you mean the subdivisions? just select a cube and press CTRL+2 to subdivide it twice, then press TAB to go into edit mode, and it should behave like that.
thank you I was confused at first lol
DUDE!! I'm struggling to be able to do with a full finished character what you can do only in blocking Haha
Thank you for this ^^
I have one question. I rather use the blender sculpting. Do you still advise joining everything to a Boolean?
generally yes :) but things like arms and legs can be sculpted in detail, and only joined to the body later... this is so you can hide them to work on the torso more easily. same goes for any body parts really. I like to divide them into: torso, legs, arms, hands, head
I've seen some blender sculpt from u as well, would u prefer that over zbrush?
Thanks for sharing
I just became a huge fan😎😎😎😎
thank you sir! ^_^
God, I wish you had the keyboard shortcuts you use show up on screen
why do you convent all of the polygons into triangles? im just curious
That's just a precaution actually. I think it's not always necessary. The reason for doing it is that Zbrush sometimes has errors when you try to import a mesh which contains Ngons. (it will have some holes and artifacts) so I like to convert my meshes to triangles before exporting.
4:52 How you subdivide the cube?
It's a modifier called 'subdivision surface'
nice broda
+ADN Edits/Gaming cheers bro!
I know i am 4 months behind but I was really hoping you could tell me how you get that tool with the box around your objects you use at the beginning around 5 minutes in.
It's pretty simple :) All you need to do is add a normal cube, then press CTRL+2 (This will subdivide the cube twice, making it look smooth and rounded like a sphere). Then when you hit Tab to go into edit mode, it should display like in my video. (The "box" around the object will be the original cube's vertexes.)
You can also add other modifiers in the modifiers panel, and the original cube vertices will still be visible unless you apply the modifiers. In my case, you can see on the right side of the screen at 4:59 that I have a subdivision and mirror modifiers enabled. (but since I didn't apply them the original cube vertices are still available in Edit mode.)
Rico Cilliers thank you for your quick reply! This is a big help in speeding up the process. By the way if you were interested in making a video explaining which "tools" you use to speed up the your process I would totally watch it!
I'll see if I can make a video about that sometime, sure! thanks.
Awesome thank you!
hey pal can a full body character designed from blender be integrated with a java code to make an Artificial talking assistant ? any idea? or are these just for cartoons and animated movies?
it can probably be done, but I only have experience making the character itself. any kind of coding or integration with external software is beyond my knowledge. I'd say the best way to research it is to look at game engines like Unity or Unreal. chances are there is a way to do it with those types of applications.
u mean i just use unity or un real engine to build my character rather than blender?
Can u do a tutorial about render compositing
+Miguel Octavio Rdz Salas sure thing :) I'll probably do one soon
can anyonr tell me what that method is where he like automatically squares out the edge of the shape ? It is like some sort of....bevel or edge loop method? I can't tell how he does it.
I also noticed he goes from cube...then.. sub divides but has the cube shape to reform? Why choose this instead of just sphere?
Which keys are you pressing?..
Do you use a mouse when you model?
hi, yes I do :) although I'll be switching to a tablet for scultping
thank you! :D you are amazing
my pleasure ^_^ thanks for watching
which command did you use at 4.50 minute?
press CTRL+1 to subdivide once, CTRL+2 to subdivide twice, and so on :)
(don't use the numpad numbers, use the ones a the top of the keyboard)
OK, thank you very much
how can i turn on this black lines ???? for modeling
Try adding a subdivision surface modifier under the wrench icon
very good
Hi Rico! ¿do you work via freelance? Thanks.
5:50 >:D
:D
I laughed at it :D
a lot of videos in the playlist are deleted and limited access
Apologies. I'm working on it.
@@RicoCilliers ))
I wish I was at this level. It's not easy
How much you earn by animation
thanks you!
nice
👍
South Afrian?
Yes :) I live near Pretoria
From SA myself...been wondering how to approach this kind of workflow. Busy with my own character for a kids animation short. Discovered Blender recently, so still learning. Kudos for the cool video
5:50 oww, dutch
Looks like Magness burnsides
*magnus
men show the keys ur using.
How old are you ?
I was 22 when I made this video. I'm 23 now
I like you because reply me
yo are awoseme
i.imgur.com/3VwGpLq.png
this my third sculpting in blender ,I'm 2 weeks in blender now and I'm mor into sculpting than modeling ,but my problem is whenever i sculpt or model something i don't know how to texture it ,great vid btw
Hey Rico, I'd like to know if I could contact you for a project that's coming together! I emailed you before about 2 months ago but no reply was received. (:
Hey Alexis, my apologies, please feel free to send me your mail again, I'm afraid my inbox gets pretty hectic at times, I could have missed it easily. Sorry about that, do send it again to rico(dot)cilliers(at)gmail(dot)com
Rico Cilliers You should remove your email now.
Meditate
sculptıng just a way to waste of tıme