Over the past few weeks, I've been busily working on developing a set of new tools aimed at improving the ways that we can pose our rigs. Today I can finally announce that Pose Sculpting is now finally here and ready for an initial round of alpha testing out in the field!
For a long time people asked for the tutorial explaining how to use Stickman Template and finally I have come up with something that might be called a tutorial. In fact those videos were recorded in different time (you might notice the differences in interface elements), but watching everything in sequence should give you the whole picture. Big thanks to Anna Orlova for translation and subtitling.
Part 1 – Setting up
In this part I will explain the purpose of using stickman and show how to prepare everything for tracing.
The main tracing procedure is explained here. Notice that the version of Synfig Studio used in this screencast is very old – you can see different icons and even Russian interface elements. I hope that will not distract you. ^_^
This character modeling tutorial series is on modeling a cartoon, ground hog character in Blender 2.6. In this tutorial David Ward takes you through the complete process of creating a cartoon character model, including all the steps, hotkeys, tools and more. A few topics and tools covered include: box modeling, mesh editing, proportional editing tool, mirror modifier, extrude, particle fur, and much more.
What is covered
In part 04 of this character modeling tutorial for Blender 2.61, we finish the rigging for the ground hog by using the Rigify add-on, including making a few custom adjustments to the generated rig. After rigging we move on to create a small turn-around scene to pose the ground hog character on.
Here is a preview of the final result from this section of our cartoon, groundhog character modeling tutorial series:
Jaka Benedik has a great story to share about his design work for a well-known backpack brand. Jaka Benedik writes: I would like to share one year of my profesional experience using Blender with the community. If you feel that … Continue reading →
This infographic by XRG does a great job at explaining some of the differences between quad modeling and the upcoming new Bmesh module. Here it is in full size: What are YOU most excited about?