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Blender 3D Cookbook
Blender 3D Cookbook

Blender 3D Cookbook: Build your very own stunning characters in Blender from scratch

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Blender 3D Cookbook

Chapter 2. Sculpting the Character's Base Mesh

In this chapter, we will cover the following recipes:

  • Using the Skin modifier's Armature option
  • Editing the mesh
  • Preparing the base mesh for sculpting
  • Using the Multiresolution modifier and the Dynamic topology feature
  • Sculpting the character's base mesh

Introduction

In the previous chapter, we built the base mesh by using the Skin modifier and on the base of the reference templates; in this chapter, we are going to prepare this basic mesh for the sculpting, by editing it and cleaning up any mistakes the Skin modifier may have made (usually, overlapping and triangular faces, missing edge loops, and so on).

Using the Skin modifier's Armature option

The Skin modifier has an option to create an Armature on the fly to pose the generated mesh. This Armature can just be useful in cases where you want to modify the position of a part of the generated mesh.

Note that using the generated Armature to pose the base mesh, in our case, is not necessary, and therefore this recipe is treated here only as an example and it won't affect the following recipes in the chapter.

Getting ready

So, let's suppose that we want the arms to be posed more horizontally and widely spread:

  1. If this is the case, reopen the Gidiosaurus_base_mesh.blend file and save it with a different name (something like Gidiosaurus_Skin_Armature.blend).
  2. Select the Gidiosaurus mesh and press Tab to go into Edit Mode; then, select the central pelvis vertex.
  3. Go to the Object Modifiers window under the main Properties panel to the right-hand side of the screen and then to the Skin modifier subpanel; click on the Mark Root button:
    Getting ready

    The...

Editing the mesh

Once we have applied the Skin and Armature modifiers, we are left with an almost ready-to-use base mesh; what we need to do now is clean the possibly overlapping faces and whatever other mistakes were made by the Skin modifier.

Be careful not to be confused by the previous recipe, which was meant only as a possible example; we didn't actually use the Skin modifier's Armature to change the pose of the base mesh.

Getting ready

Let's prepare the mesh and the view:

  1. Go to the Object Modifiers window under the main Properties panel and then to the Mirror modifier subpanel and click on the little X icon to the right in order to delete the modifier; you are left with half of the mesh (actually the half that is really generated by the Skin modifier; the other side was simulated by the Mirror modifier):
    Getting ready

    Deleting the Mirror modifier

  2. Press Tab to go into Edit Mode, 7 on the numpad to go into Top view, and Z to go into the Wireframe viewport shading mode.

How to do it…...

Preparing the base mesh for sculpting

Once we have our base mesh completed, it's time to prepare it for the sculpting.

Getting ready

Open the Gidiosaurus_base_mesh.blend file and be sure to be out of Edit Mode, and therefore in Object Mode.

How to do it…

  1. Select the character's mesh and go to the Object Modifiers window under the main Properties panel to the right.
  2. Go to the Mirror modifier panel and click on the Apply button.
  3. If this is the case, expand the Subdivision Surface modifier panel, be sure that the View level is at 1, and click on the Apply button.
  4. Press Tab to go into Edit Mode and, if necessary, select all the vertices by pressing A; then, press Ctrl + N to recalculate the normals and exit Edit Mode.
  5. Go to the Properties sidepanel on the right-hand side of the 3D view (or press the N key to make it appear) and under the View subpanel, change the Lens angle to 60.000 (more natural looking than 35.000, which is set by default).
  6. Under the Display subpanel, check the Only...

Using the Multiresolution modifier and the Dynamic topology feature

To be sculpted, a mesh needs a big enough amount of vertices to allow the adding of details; in short, we now need a way to add (a lot of!) geometry to our simple base mesh.

Besides the usual subdividing operation in Edit Mode (press Tab, then A to select all the vertices, then press W to call the Specials menu, click on Subdivide, and then set the Number of Cuts value in the last operation subpanel at the bottom of the Tool Shelf) and the Subdivision Surface modifier, in Blender, there are two other ways to increase the amount of vertices: one is by assigning a Multiresolution modifier to the mesh (a nondestructive way) and the other is by using the Dynamic topology feature. We are going to see both of them.

Getting ready

As usual, let's start from the last .blend file we saved: in this case, Gidiosaurus_Sculpt_base.blend.

How to do it…

Let's start with the Multiresolution modifier method:

  1. First of all, save...

Sculpting the character's base mesh

Whatever the method you are going to use, it's now time to start with the effective sculpting process.

However, first, a disclaimer: in this recipe, I'm not going to teach you how to sculpt, nor is this an anatomy lesson of any kind. For these things, a book itself wouldn't be enough. I'm just going to demonstrate the use of the Blender sculpting tools, showing what brush I used for the different tasks, the sculpting workflow following the reference templates, and some of the more frequently used shortcut keys.

Getting ready

In this recipe, we'll use the Dynamic topology method. If you haven't followed the instructions of the previous recipe, just follow the steps from 12 to 17; otherwise, just open the Gidiosaurus_Dynatopo.blend file that is provided.

How to do it…

As usual, it's a good habit to save the file with the proper name as the first thing; in this case, save it as Gidiosaurus_Dynatopo_Sculpt.blend.

If...

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Description

This book is aimed at the professionals that already have good 3D CGI experience with commercial packages and have now decided to try the open source Blender and want to experiment with something more complex than the average tutorials on the web. However, it's also aimed at the intermediate Blender users who simply want to go some steps further. It's taken for granted that you already know how to move inside the Blender interface, that you already have 3D modeling knowledge, and also that of basic 3D modeling and rendering concepts, for example, edge-loops, n-gons, or samples. In any case, it's also possible for a keen beginner to follow this book, by combining it with the manual on the BlenderWiki or preceding it with a basic Blender UI tutorial on the web. The keyboard/mouse shortcuts for the operations in the recipes are, at least in all the more relevant cases, indicated in brackets.

Who is this book for?

This book is aimed at the professionals that already have good 3D CGI experience with commercial packages and have now decided to try the open source Blender and want to experiment with something more complex than the average tutorials on the web.
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Publication date : Jul 30, 2015
Length: 608 pages
Edition : 1st
Language : English
ISBN-13 : 9781783984886
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Length: 608 pages
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ISBN-13 : 9781783984886
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Blender Foundation
Tools :

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Table of Contents

15 Chapters
1. Modeling the Character's Base Mesh Chevron down icon Chevron up icon
2. Sculpting the Character's Base Mesh Chevron down icon Chevron up icon
3. Polygonal Modeling of the Character's Accessories Chevron down icon Chevron up icon
4. Re-topology of the High Resolution Sculpted Character's Mesh Chevron down icon Chevron up icon
5. Unwrapping the Low Resolution Mesh Chevron down icon Chevron up icon
6. Rigging the Low Resolution Mesh Chevron down icon Chevron up icon
7. Skinning the Low Resolution Mesh Chevron down icon Chevron up icon
8. Finalizing the Model Chevron down icon Chevron up icon
9. Animating the Character Chevron down icon Chevron up icon
10. Creating the Textures Chevron down icon Chevron up icon
11. Refining the Textures Chevron down icon Chevron up icon
12. Creating the Materials in Cycles Chevron down icon Chevron up icon
13. Creating the Materials in Blender Internal Chevron down icon Chevron up icon
14. Lighting, Rendering, and a Little Bit of Compositing Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

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Jeff Drew Nov 06, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
A must-have reference book for newer Blender users. Enrico Valenza's (or also known as simply "EnV") 600+ page book is a comprehensive tour de force of Blender. The "Blender 3D Cookbook" could easily be your first book on Blender and the only one you need until you've mastered techniques through the journey laid out by EnV in the fourteen chapters.So you wanna create CG character? This is a great place to start...Chapter 1 through Chapter 4 focus on Modeling using Base Mesh & Sculpting Techniques, then Poly-modeling the characters accessories. By Chapter 4 a new blender users's will be fairly proficient modelers. The book is filled with helpful insights and techniques. Keep the book close at hand to regularly reference Chapter 5 & 6, UV Unwrapping and Rigging... Two dense subjects. Chapter 5 and 6 account for 1/3 of the book.Complete the book and you will have attained the insights and techniques to create your own characters, or take your practice further using your favorite cartoon characters, or modeling sheets available online. Easily modify Enrico's techniques and adapt to your own workflow as you'll likely become a addicted to modeling, texturing, and compositing characters and worlds in the Open Source Blender software.
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david Apr 21, 2017
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Uno dei migliori libri che ho acquistato per blender, una volta ottenuto le basi di blender questo libro è un must per comprendere ed imparare le tecniche per ottenere un buon modello 3d funzionale ed animato... Uno dei pochi libri che valgono la loro spesa, consigliatissimo
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137 Oct 05, 2015
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It's $22 at Packt
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Amazon Customer Nov 04, 2015
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Blender 3d Cookbook covers the creation of a 3d character. Enrico takes you through the entire process from modeling to a simple animation. He covers modeling, sculpting, retopology, rigging, skinning, shape keys and drivers and textures as well as lighting, rendering and a bit of compositing.This is a comprehensive book that shows you all the steps needed to create your own character. Enrico covers the various ways each task can be done and the tools needed to complete the task. He also covers both Cycles and Blender Internal for the texturing sections.Enrico does go through a considerable amount of material fairly quickly which could lead to frustration for beginners.That being said, although a good working knowledge of Blender would be helpful, a beginner could complete the steps with a little help from outside sources to explain where things are and how a few things work.
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Berny Pahl Dec 04, 2022
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Monochrome pictures are not the best but the online resource is in color.
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