Modeling A Robot Game Character With Blender
Learn to achieve AAA game quality characters with Blender. Demystify the industry-inspired workflow of digital sculpting, kit-bashing, and retopology to score the highest quality details on top of efficient, low-poly models. Follow Kent Trammell through this awesome course and build the robot of your hard surface dreams.
Chapter Overview
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Block Out
We gotta start somewhere. This stage is merely generating the basic shapes from which our robot will be forged. -
Sculpting I
I always try to get into sculpt mode as fast as possible with characters. At this stage we begin shaping rudimentary forms.
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Sculpting II
Further refinement of sculpted forms. The goal here is to sharpen edges and smooth surfaces to the point that they appear "hard-surfaced".
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Retopology I
Since digital clay is never going to appear perfectly hard-surface with a machined quality, this stage converts the sculpture to a subdivision-smoothable polygon model to achieve true hard-surface quality for our robot.
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Boolean-based Kit Bashing
Till this point, fine details have been ignored in favor of smooth, sharp-edged major shapes. For this stage, we'll use those major shapes as our canvas to add fine details like bolts, construction lines, and other robot-y details. We'll also use this stage to fill in any model gaps that have proven easier/more efficient to model with traditional polygon tools rather than sculpting + retopology.
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Retopology II
Another retopology. But this time it's the low resolution version that will be used in-game. This stage will leave us with 2 versions of our character: 1) A high-resolution version and a 2) low-resolution version.
Keep your eyes open for the second training in this series where Kent will take you through texturing and shading your robot character.
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