Im 33 years old and wanted to get into game development as a kid and got put off by familiy members. I started casually doing 3d modelling around 24 in thes skyrim era, I created one mod, a weapon and armour and honestly it was awful but it was my first thing so was to be expected, but it felt awesome to make something and release it. I then didnt carry on with it regularly like I should have, I did a couple of other things here and there but nothing that grew my skills by any amount. I am now sat here with Blender open on my main monitor with this on my other and its inspiring to see, I'm currently working on an outfit for Fallout 4 (Main reason for making mods is to have an end goal to "get the thing somewhere it can be used") and I'm probably not doing well, its taking me a long time, Im making it manually (as in not sculpting) but using modifiers to help me along the way (Shrinkwrap my beloved) and I honestly just want to make something good but I'm the type of person who frustratingly can never be happy with what I've made, its one of if not my worst chrachter traits and that gets me so disheartened with learning. But I want to try and keep pursuing it, I'd be lying if I said I wasnt overwhelmed with the amount of options and multitude of ways things can go wrong. But I'll keep trying.
Never being satisfied is a common trait in skilled craftsmen/artists, dont worry. Instead of feeling discouraged by never being satisfied, try to use it as a driving force to propel you forward. Dont try to be entirely satisfied, but always try to be better. Its a great idea to work towards a goal. Do you ever share your progress with people around you with similar skills? Feedback can be essential in noticing some of your own blindspots.
@MaMastoast it may be a common trait with skilled artists but I don't know if I'm skilled 😂 I have 512 hours in blender according to steam and I still feel like the most novice of a 3d modeler that I could be. A large problem there is that I'm mostly self taught, that very first thing I made I just went in and kept beating my head against the wall until I got what I wanted. I do however now try to educate myself better from people who do know. I never did the doughnut until I was 350 hours or so deep haha. Worst part about never being happy with my work is if I'm not careful I can fall in the trap of never finishing something, I've luckily avoided that so far. I have a friend who knows more and is better at modeling than me, who I share stuff with. I've tried sharing my work other places to get more varied feedback however it's normally met with little to no response. I know some areas I'm weak in are maintaining good edgeflows and especially UV unwrapping.
@@TheHustler245 My point was more that you shouldn't think that having that attitude towards your own work has to be a bad thing, it can be turned to be a good thing instead. Yea, just throwing things out on the web probably wont get you much feedback, it's better to ask people directly so they understand that you are looking for feedback.
I would recommend people try to create fairly realistic proportions for their first many characters. It may be discouraging, but having the excuse of being "stylised" is a dangerous hole to get trapped in and may result in you not actually learning some of the things you should be learning. The people who make popular stylised characters usually have a decent understanding of anatomy, that is how they know which parts to exaggerate and how to do it. If you go in blind you risk the character simply looking odd instead of stylised. I'm not saying you should aim for the most ultra realistic character, because that will not happen for a long time, but try to actually understand why things look how they look and try to capture the essence of that puzzle. Took me years to actually sit down and understand the size of eyeballs because I could get away with winging it.
This. Unskilled/weak design is going to show through, will show through even more obviously if you use "stabilization" as an excuse. Stylizing a design requires just as much understanding of fundamentals and your tools as realism.
@@luluskuy yeah it's different, I've been using blender for 3yrs, and I am still learning new things about the app, especially blender nodes. I guess what I'm trying to say is modelling just needs basic knowledge of the 3d software. Once you can do basic intrution and extrusion, you can make most characters
I see that we can buy motions online! (I'm not in the industry; I'm just interested in watching these techs occasionally) Really good for those who are good at modelling but do not have many ideas of character movements/motions
There is one thing that I don't understand, why does not all 3d programs like Blender or ZBrush come already with premade realistic and stylized human models (templates) that everybody can use for all purposes, that are royality free and can be adjusted ? The same could be with animal shapes, it could save a lot time. I mean, no one make spheres or cubes every time from scratch in a 3d program ... the same could be with bodies too.
One thing i am still confused by is the mesh process. What is the process of going from the blocking to the final mesh. Is the final mesh just one mesh or are the different body parts still separate meshes. Retopologizing the blocked pieces leaves a ton of topology unused and not visible within the character. In the retopology stage does that include combining the meshes into a single mesh for the character? Are the clothes then part of the single mesh?
Disappointed it's a course but I get it. I'm just sour because last time I paid for a course i found the same course uploaded on UA-cam for free and was told "Well no refunds but you'll get help if you email me." Course it's worrying also whether this course will just be a "copy what I do" instead of actual teaching. So much of blender tutorials are that and when asking another youtuber about this he said "Well I can't just show you all my secrets." But still painted his work as teaching. So I'm just worried.
Could you change the video title as the video honestly contains alot of great info that i havent seen anywhere else explained in such a compact and suberp manner!
@@doubleoart07 And you think you'll get far with just pencil and paper , brother ? Any artistic pursuit is hard AF independent of what you want to achieve. Also , when it comes to 3d modeling , in professional environments , you won't be doing " Everything" and you'll mostly be doing only one thing before passing it to someone else to continue. I laugh at thou comment Look " hah !"
I did design my torso and face back in 2017 but all of the plane face is inverted and Idk how to invert them to normal. also I dont touch any of the menu I just did model lmao (the menu is spacex air conditioner control interface.)
Could I learn to model/design 3D characters without touching the sculpture? being more than anything a total control over the polygons since the blocking began? My PC is bad and can only hold on low poly/mid poly models
If you are looking to primarily do box modelling, which is what you are describing, that is entirely possible, and you dont have to only make cartoonish stuff either. The main thing here, is that character models, in most art styles, typically involve some kind of sculpting, so unless you are okay with learning the art of painting your own toonish/stylised texture, I would advice against it. If you are cool with a more hand painted look, you can absolutely get away with low poly characters. Instead, I would recommend hard surface objects. Swords, phonebooths, guns, small sci fi gadgets are often all done without sculpting, even on a production level. The more "modern" an object is, the less you will lose by not sculpting anything. A sword will often benefit from sculpting where as a gun probably wont.
It’s hard until it isn’t, which I know isn’t helpful, but it’s the same as any other art. You just gotta practice it well until you have it down without needing to think too much about it.
How do you set up the material to make it look like the world normal (at 7:38)? It looks way more like how Substance draws the world normals and not how blender does it.
That's one of Blenders matcaps! Just click on the arrow in the upper right with the standard non rendered view, choose matcap and then it's in the list
Ha! With just modeling and subdivision modifier and you don't need retopo, old modeling is better than sculpting. Also I hate realistic charater they are just boring.
@ Doesn’t it seem like a mis-leading title to call it a ‘Handbook’? Not trying to be rude or anything but a reason I asked if it included is because I like to access a handbook for reference when there is an area I can find in the chapters I bookmark. Sure, I could do the same on the videos but I prefer a quicker access to them.
Now that your saying it, i think character modelling is impossible. Think about it. When was the last you saw a real character in a videogame? Probably never
There is something in the world called "Character Creator", you can use it to customize a character that fits 80% of your idea. then you can "Modeling" by "Retopologizing" and slightly modify it to fit the remaining 20% idea. when the main model is done, you just model the rest of the accessories.
If you don't dont learn anatomy your sculpts will look bad. Period. A base mesh won't help with anything other than speeding up the process for people who already know what they're doing
That's exactly why we made our course - I wanted to give people a bridge so they could go from just knowing the basics to being able to create something tangible
I wanted to try modeling for some time, but i am going to look like a monkey discovering handguns for the first time, which would not be a successful learning experience😄
@StylizedStation Thank you very much. I tried animating guns once but understood nothing. The only software i understand is video editing (i guess i can say that my video editing skills match what videos i want to make, nothing crazy beyond that)😊
Failing is completely fine as long as you learn something from your mistakes. I hardly ever finish hobby projects bc halfway through I want to start over with all the new techniques I learned.
One thing you should remember about learning 3d modeling. You, at some time, should stop watching videos and crying. And actually start learning. Start to study really hard or you skills and knowledge level will remain pathetic as yourself. There is no easy ways. There is no shortcuts.
I would love to turn my characters into 3D, but I think I’m gonna leave 3d modeling to the professionals. Maybe in the far future, I’ll commission somebody… I’ve always wanted to see what my characters would look like in 3D, but this video alone gives me a headache lol…
@@doubleoart07 yup, we don't have to master everything, sometimes, leave it to the pro who is born with the talent to do it is the best way :D me too, it's either I keep trying or order a commision.
"...but if a thing is humanly possible, consider it to be within your reach." Marcus Aurelius
Im 33 years old and wanted to get into game development as a kid and got put off by familiy members. I started casually doing 3d modelling around 24 in thes skyrim era, I created one mod, a weapon and armour and honestly it was awful but it was my first thing so was to be expected, but it felt awesome to make something and release it. I then didnt carry on with it regularly like I should have, I did a couple of other things here and there but nothing that grew my skills by any amount. I am now sat here with Blender open on my main monitor with this on my other and its inspiring to see, I'm currently working on an outfit for Fallout 4 (Main reason for making mods is to have an end goal to "get the thing somewhere it can be used") and I'm probably not doing well, its taking me a long time, Im making it manually (as in not sculpting) but using modifiers to help me along the way (Shrinkwrap my beloved) and I honestly just want to make something good but I'm the type of person who frustratingly can never be happy with what I've made, its one of if not my worst chrachter traits and that gets me so disheartened with learning. But I want to try and keep pursuing it, I'd be lying if I said I wasnt overwhelmed with the amount of options and multitude of ways things can go wrong. But I'll keep trying.
Reading this makes me want to try making models now
Keep going wishing you success
Never being satisfied is a common trait in skilled craftsmen/artists, dont worry. Instead of feeling discouraged by never being satisfied, try to use it as a driving force to propel you forward. Dont try to be entirely satisfied, but always try to be better.
Its a great idea to work towards a goal. Do you ever share your progress with people around you with similar skills? Feedback can be essential in noticing some of your own blindspots.
@MaMastoast it may be a common trait with skilled artists but I don't know if I'm skilled 😂 I have 512 hours in blender according to steam and I still feel like the most novice of a 3d modeler that I could be. A large problem there is that I'm mostly self taught, that very first thing I made I just went in and kept beating my head against the wall until I got what I wanted. I do however now try to educate myself better from people who do know. I never did the doughnut until I was 350 hours or so deep haha.
Worst part about never being happy with my work is if I'm not careful I can fall in the trap of never finishing something, I've luckily avoided that so far.
I have a friend who knows more and is better at modeling than me, who I share stuff with. I've tried sharing my work other places to get more varied feedback however it's normally met with little to no response. I know some areas I'm weak in are maintaining good edgeflows and especially UV unwrapping.
@@TheHustler245 My point was more that you shouldn't think that having that attitude towards your own work has to be a bad thing, it can be turned to be a good thing instead.
Yea, just throwing things out on the web probably wont get you much feedback, it's better to ask people directly so they understand that you are looking for feedback.
I would recommend people try to create fairly realistic proportions for their first many characters. It may be discouraging, but having the excuse of being "stylised" is a dangerous hole to get trapped in and may result in you not actually learning some of the things you should be learning.
The people who make popular stylised characters usually have a decent understanding of anatomy, that is how they know which parts to exaggerate and how to do it. If you go in blind you risk the character simply looking odd instead of stylised.
I'm not saying you should aim for the most ultra realistic character, because that will not happen for a long time, but try to actually understand why things look how they look and try to capture the essence of that puzzle.
Took me years to actually sit down and understand the size of eyeballs because I could get away with winging it.
This. Unskilled/weak design is going to show through, will show through even more obviously if you use "stabilization" as an excuse. Stylizing a design requires just as much understanding of fundamentals and your tools as realism.
15:12 man you had the best setup for a pun: "its easier than it seams"
The big problem for me was starting to sculpt without knowing anything about anatomy, I had to start with basic blocking of spheres.
While character modelling isn't impossible it is hard to learn.
It's actually not hard, what's hard is the software
@@mosesmathias7708 bro, I can use the software and still cant make Anime model, software mastery and modelling mastery is different skills.
@@luluskuy yeah it's different, I've been using blender for 3yrs, and I am still learning new things about the app, especially blender nodes.
I guess what I'm trying to say is modelling just needs basic knowledge of the 3d software.
Once you can do basic intrution and extrusion, you can make most characters
@@mosesmathias7708to be fair, some people learn faster/slower/differently than others. I couldn’t learn this because how my brain works…
We need to dumb it down…
It's posible to learn but very hard to master 😢
i havent seen your videos in a while, they have improved!
Title says 2025, bros from future.
My guy is 2 steps ahead (2 months) before 2025
guys, i dont think its 2025... 😅
I see that we can buy motions online! (I'm not in the industry; I'm just interested in watching these techs occasionally)
Really good for those who are good at modelling but do not have many ideas of character movements/motions
just bought the course...i am a dev but i do art too ...i guess it is never too late to start
There is one thing that I don't understand, why does not all 3d programs like Blender or ZBrush come already with premade realistic and stylized human models (templates) that everybody can use for all purposes, that are royality free and can be adjusted ? The same could be with animal shapes, it could save a lot time.
I mean, no one make spheres or cubes every time from scratch in a 3d program ... the same could be with bodies too.
Buy a base mesh. Support the artists that learned what you want to skip
Zbrush does and you can get blender kit which has some. Other than that create it and re-use it, or look around and you'll find it.
@@redtwintails Thanks. :)
I'm not even motivated enough to draw characters on paper 💀
You are literally me
Likely its not motivation, its that you fear its not going to be good enough so your brain tells you to not do it.
🫣
im watching after the title change haha, it was more interesting to me somehow
about concepting so for example I can do 3D easy, but draw 2D is very hard for me.
One thing i am still confused by is the mesh process. What is the process of going from the blocking to the final mesh. Is the final mesh just one mesh or are the different body parts still separate meshes. Retopologizing the blocked pieces leaves a ton of topology unused and not visible within the character. In the retopology stage does that include combining the meshes into a single mesh for the character? Are the clothes then part of the single mesh?
Disappointed it's a course but I get it. I'm just sour because last time I paid for a course i found the same course uploaded on UA-cam for free and was told "Well no refunds but you'll get help if you email me."
Course it's worrying also whether this course will just be a "copy what I do" instead of actual teaching. So much of blender tutorials are that and when asking another youtuber about this he said "Well I can't just show you all my secrets." But still painted his work as teaching. So I'm just worried.
Could you change the video title as the video honestly contains alot of great info that i havent seen anywhere else explained in such a compact and suberp manner!
Thanks for changing it! So more people will click it as its genuinely helpful
I LOVE YOU MR.STATION (within reason of course)
watching this as a 7 year 3d artist who knows all this stuff but all station videos must be watched
its not impossible but its extremely disproportionate, time consuming, and demands an intimidating level of personal risk and exposure.
As does any pursuit of self discovery 💅
@@StylizedStationyeah but at least with drawing, all you really need is pencil and paper
@@doubleoart07
And you think you'll get far with just pencil and paper , brother ?
Any artistic pursuit is hard AF independent of what you want to achieve.
Also , when it comes to 3d modeling , in professional environments , you won't be doing " Everything" and you'll mostly be doing only one thing before passing it to someone else to continue.
I laugh at thou comment
Look
" hah !"
@@blackyonbi ok? Idgaf bruh. Why you being an asshole to a random comment 😒
@@doubleoart07 with modelling, all you need is a free program lol
Your "Become a 3D Artist" link isn't working. 404
Fixed, thank you!
What should I use to make animations and stuff like he does in his video's.
man is a time traveler
What was shown at 17:34? The wiggly leg rig?
Christmas everything bundle deal?
I did design my torso and face back in 2017 but all of the plane face is inverted and Idk how to invert them to normal. also I dont touch any of the menu I just did model lmao (the menu is spacex air conditioner control interface.)
Could I learn to model/design 3D characters without touching the sculpture? being more than anything a total control over the polygons since the blocking began? My PC is bad and can only hold on low poly/mid poly models
Yeah of course, you can make low poly models.
If you are looking to primarily do box modelling, which is what you are describing, that is entirely possible, and you dont have to only make cartoonish stuff either.
The main thing here, is that character models, in most art styles, typically involve some kind of sculpting, so unless you are okay with learning the art of painting your own toonish/stylised texture, I would advice against it. If you are cool with a more hand painted look, you can absolutely get away with low poly characters.
Instead, I would recommend hard surface objects. Swords, phonebooths, guns, small sci fi gadgets are often all done without sculpting, even on a production level. The more "modern" an object is, the less you will lose by not sculpting anything. A sword will often benefit from sculpting where as a gun probably wont.
Great video! I'm curious what is the fight scene at 17:35 from?
Feels like it’s the same as last year 😭
everything looks simple in tutorial but deep down its hard to do that especially topology.
It’s hard until it isn’t, which I know isn’t helpful, but it’s the same as any other art. You just gotta practice it well until you have it down without needing to think too much about it.
concord should take notes
FACTS 🔥
Am I the only one, who does a character without blocking, sculpting or retopology? I just make everything right from the beginning
I spy my model in this video! 🕵🏽♂️😂
Ayyy Jared is here :>
I CANT BELIEVE I WASN'T SUBSCRIBED
bro is in da future
I hate sculpting only good old Modeling with tricks and modifiers.
I miss the old logo
How do you set up the material to make it look like the world normal (at 7:38)? It looks way more like how Substance draws the world normals and not how blender does it.
That's one of Blenders matcaps! Just click on the arrow in the upper right with the standard non rendered view, choose matcap and then it's in the list
It's impossible. Nobody will ever learn anything anymore. It's over.
I’d much rather sculpt…. My computer says nope.
I gotta keep it low poly lol
Ohhhh. Retopology huh? I suppose I should look into that lol
is the course a one time purchase or a subscription
One purchase, own it for life!
@@StylizedStation sick
Aight let's go and make 3D po-
Ha! With just modeling and subdivision modifier and you don't need retopo,
old modeling is better than sculpting.
Also I hate realistic charater they are just boring.
what is music 5:00?
Please Udemy courses!
Does The Character Artist's Handbook course includes an actual PDF/E-Book handbook when you purchase the course beside the online videos?
No, each lesson comes with a set of detailed instructions though. Not a bad idea!
@ Doesn’t it seem like a mis-leading title to call it a ‘Handbook’? Not trying to be rude or anything but a reason I asked if it included is because I like to access a handbook for reference when there is an area I can find in the chapters I bookmark. Sure, I could do the same on the videos but I prefer a quicker access to them.
From what ive seen, yes.
Aaaand my brain is fried.
Maybe I'm too dumb for this one.
my girl anby in the thumbnail
“In 2025”
Damn I gotta wait 51 more days 😔
Anby :>
Now that your saying it, i think character modelling is impossible. Think about it. When was the last you saw a real character in a videogame?
Probably never
There is something in the world called "Character Creator", you can use it to customize a character that fits 80% of your idea. then you can "Modeling" by "Retopologizing" and slightly modify it to fit the remaining 20% idea. when the main model is done, you just model the rest of the accessories.
Yes, that is a great shortcut for a base model, but knowing how to create your own is crucial for your artistic growth. 😇
It exists, but it doesn't even remotely solve the problem. If it did, professionals would no longer be needed to create characters.
If you don't dont learn anatomy your sculpts will look bad. Period.
A base mesh won't help with anything other than speeding up the process for people who already know what they're doing
I personally get a greater sense of accomplishment If I do it from scratch.
And also you do not own characters created this way in full sense, so be carefull.
7:34 damn that major landmark
it's not impossible if someone has done it
00:55
Did u just say your first 3D gay character? 😂
😂😂😂
I’m so early 🙌 thanks for high quality
style is the only alluring part of zzz
I respectfully disagree
the ads try to appeal too hard to gooners so I'm staying away
IT IS POSSIBLE BUT NEED A LOT OF TIME TO PRACTICE.
CASE CLOSED!
Which is pretty much any skill in the world 😂
Just a heads up, your link for "Become a 3D Artist" goes to a 404 error page.
I see Anby i clicked
Nope it's an year I do it
its god damn nightmare for broke freinds that have crappy ah laptop
It's not 2025 yet...
I know the basics of 3d, I can model objects, I can rig and animate, but character modeling is just a bridge too far for me so far.
That's exactly why we made our course - I wanted to give people a bridge so they could go from just knowing the basics to being able to create something tangible
anbyyyyy :p yaaay oh also the video is good too
I wanted to try modeling for some time, but i am going to look like a monkey discovering handguns for the first time, which would not be a successful learning experience😄
Don't let your own assumptions stop you
@StylizedStation Thank you very much. I tried animating guns once but understood nothing. The only software i understand is video editing (i guess i can say that my video editing skills match what videos i want to make, nothing crazy beyond that)😊
@StylizedStation Would be cool to make new models for guns in Fallout or something, but I'm not sure i have the time and special creativity for models
Failing is completely fine as long as you learn something from your mistakes.
I hardly ever finish hobby projects bc halfway through I want to start over with all the new techniques I learned.
@@imperfectimp I guess i could try it when I upgrade my pc by the end of 2024, I'm excited actually😊
DROPPED OMG DAY IS 1000X BETTER
good that we have character creator 4 - this makes many things so much easier. :)
One thing you should remember about learning 3d modeling. You, at some time, should stop watching videos and crying. And actually start learning. Start to study really hard or you skills and knowledge level will remain pathetic as yourself. There is no easy ways. There is no shortcuts.
Yes, its impossible. That's why character creators don't exist and all video games are just empty backgrounds with no characters whatsoever.
I would love to turn my characters into 3D, but I think I’m gonna leave 3d modeling to the professionals. Maybe in the far future, I’ll commission somebody… I’ve always wanted to see what my characters would look like in 3D, but this video alone gives me a headache lol…
@@doubleoart07 yup, we don't have to master everything, sometimes, leave it to the pro who is born with the talent to do it is the best way :D me too, it's either I keep trying or order a commision.
@ exactly
w
Not first
Well it's obvious that it's not as there are plenty of character model examples.
You sound like MrBeast
HOLY CRAP
now that you mention it...
Not the first time I've heard that tbh
@@StylizedStation 😆
ai ll take care of this pretty soon
For static images - maybe (and it still won't have any soul in it), for animations - not even close.
and you are a retard
Hopefully not I personally like human made art a whole lot more
If youre shooting for bargain bin I guess