WEBVTT

00:00.000 --> 00:04.726
Hi and welcome! I'm Julien Kaspar and almost

00:04.738 --> 00:09.260
two years ago I made this video and also a

00:09.261 --> 00:16.000
course on the Blender Studio website. Since then I created a second character for this

00:16.001 --> 00:19.119
particular lineup of open source characters.

00:19.131 --> 00:22.260
I did all of this live on the Blender Studio

00:22.261 --> 00:28.100
channel and there are even more time lapses on the Blender Studio website. But this

00:28.101 --> 00:32.109
video is meant as one big recap of the creation of

00:32.121 --> 00:35.980
snow. So what did I do differently in comparison

00:35.981 --> 00:39.483
to rain and why? And also I want to talk about

00:39.495 --> 00:42.780
some of the updated features in Blender and

00:42.781 --> 00:45.672
updated techniques that I'm using in comparison

00:45.684 --> 00:48.340
to the first video. And also some more tips

00:48.341 --> 00:54.040
and new things from what I've learned that can maybe also help you creating characters

00:54.041 --> 00:57.179
for film. If you want to learn more in detail

00:57.191 --> 01:00.480
there are various courses on the Blender Studio

01:00.481 --> 01:06.420
website on these topics and of course the stylized character workflow that this video

01:06.421 --> 01:13.300
is still mostly based on. But I hope these tips in this video help you out and this

01:13.301 --> 01:19.260
video motivates you to learn more about character creation. So in the first video

01:19.261 --> 01:23.350
I laid out this workflow of creating characters

01:23.362 --> 01:27.900
step by step. Only that rain didn't have a 2D design

01:27.901 --> 01:30.919
concept. I just went straight to sculpting and

01:30.931 --> 01:33.960
figured out her design there with various head

01:33.961 --> 01:37.314
sculpts. But for snow I actually went into 2D

01:37.326 --> 01:40.840
drawing first to get a good idea of the concept

01:40.841 --> 01:43.501
I want to pursue. For all of this I used

01:43.513 --> 01:46.520
grease pencil in Blender. It also works great

01:46.521 --> 01:49.212
for 2D concepting. This is actually fairly

01:49.224 --> 01:52.120
easy to start with by starting a Blender with

01:52.121 --> 01:55.359
a 2D animation template. Here on you can add

01:55.371 --> 01:58.620
layers to the side for your sketches, colors

01:58.621 --> 02:04.340
or cleaned up drawings just like any other painting software. You can also create

02:04.341 --> 02:09.540
variations by switching to a different frame and drawing. So this will just animate

02:09.541 --> 02:14.400
the grease pencil object. This way I was able to very quickly sketch out various

02:14.401 --> 02:18.567
versions of snow. This then led to a drawing in

02:18.579 --> 02:22.580
pose and in color as my main concept and then

02:22.581 --> 02:26.073
some turnaround line drawings for the head. And

02:26.085 --> 02:29.440
also one feature that I love about concepting

02:29.441 --> 02:32.370
in grease pencil are the editing and sculpting

02:32.382 --> 02:35.260
tools. So you don't need to redraw everything

02:35.261 --> 02:37.548
constantly. You can also just morph it into

02:37.560 --> 02:40.020
something else which can be really convenient.

02:40.920 --> 02:43.766
To start with the sculpting I imported the

02:43.778 --> 02:46.840
drawings or other references by just directly

02:46.841 --> 02:49.277
drag and dropping them into the 3D viewport.

02:49.289 --> 02:51.960
Instead of using dynamic topology like with rain

02:51.961 --> 02:58.820
I only really used the voxel remesher with a shortcut ctrl r and shift r to add more

02:58.821 --> 03:01.615
resolution and geometry. This way you have to

03:01.627 --> 03:04.620
add detail step by step. You're really forced to

03:04.621 --> 03:07.979
it. But still always sculpt the basic shapes

03:07.991 --> 03:11.360
first and refine them equally throughout the

03:11.361 --> 03:14.398
entire character. Even during the sculpting

03:14.410 --> 03:17.600
process I constantly compared the sculpt with

03:17.601 --> 03:23.940
rain to make sure I don't stray too far away from the already established design.

03:24.620 --> 03:30.100
I of course wanted to improve some aspects based on things I learned last time but I

03:30.101 --> 03:32.777
couldn't do any drastic changes. These are

03:32.789 --> 03:35.860
these two characters are part of the same lineup

03:35.861 --> 03:38.939
and they need to fit together. Also I reused

03:38.951 --> 03:42.040
the hand model from rain. I really recommend

03:42.041 --> 03:45.296
reusing parts of older models or even entire

03:45.308 --> 03:48.500
characters as a base to save time. The more

03:48.501 --> 03:50.747
you get a hang of sculpting human bodies the

03:50.759 --> 03:53.120
less you should be slowed down by having to do

03:53.121 --> 03:56.072
it all over again and again. The sculpting

03:56.084 --> 03:59.400
tools in blender are powerful enough to reshape

03:59.401 --> 04:04.960
any character as you wish. For the clothing I used a different workflow this time.

04:05.340 --> 04:09.727
Instead of modeling or extracting the clothes

04:09.739 --> 04:14.040
I sculpted solid big pieces first. These big

04:14.041 --> 04:17.609
chunks made it very easy to change and remesh

04:17.621 --> 04:21.200
the objects since it was a very clear volume.

04:21.760 --> 04:27.460
Once I was happy I masked and extracted the surface to get the thin cloth pieces

04:27.461 --> 04:30.289
that I wanted to work with afterwards. And then

04:30.301 --> 04:33.020
I used the quad remesher to get some workable

04:33.021 --> 04:36.180
topology quickly and added more definition via

04:36.192 --> 04:39.500
the multires modifier. Even though I quad remesh

04:39.501 --> 04:43.709
the hands head and body separately since that

04:43.721 --> 04:47.940
was less error prone I joined the objects and

04:47.941 --> 04:50.772
bridged the edge loops in edit mode to make

04:50.784 --> 04:53.760
them all as one object. This way I could also

04:53.761 --> 04:57.246
less resolution on the entire body and more

04:57.258 --> 05:01.000
on the hands and head so when I subdivide them

05:01.001 --> 05:03.725
I would get more detail in the places where

05:03.737 --> 05:06.600
there needs to be more detail because there's

05:06.601 --> 05:10.219
no use in having the same level of resolution

05:10.231 --> 05:13.780
on the belly as on the entire face. Only for

05:13.781 --> 05:18.520
the face did I do a little bit of light remodeling so that I could already add an

05:18.521 --> 05:21.743
mouth and a little bit of preparation for the

05:21.755 --> 05:25.060
expression sculpts. This topology doesn't need

05:25.061 --> 05:28.302
to be super clean it only needs to roughly have

05:28.314 --> 05:31.360
the right direction of loops or edge flow as

05:31.361 --> 05:34.620
it's called around the lips and laugh line and

05:34.632 --> 05:37.760
eyelids for example. To get the details from

05:37.761 --> 05:43.020
the original sculpt back I added a multires modifier and started subdividing it a bunch

05:43.021 --> 05:46.539
times and then I added a shrink wrap modifier

05:46.551 --> 05:50.160
for the head body and hands each with a vertex

05:50.161 --> 05:53.074
group assigned to define where each should

05:53.086 --> 05:56.360
shrink wrap to. With the modifiers then applied

05:56.361 --> 05:58.850
onto the multires modifier I could then smooth

05:58.862 --> 06:01.200
out the transitions between the three areas

06:01.201 --> 06:12.900
and have all the high detail sculpts on one object. Once I was happy with all of the

06:12.901 --> 06:17.480
shape keys for the expressions again like closed eyes and an open mouth.

06:17.880 --> 06:21.980
One of the things I did differently from last time though is that I started painting

06:21.981 --> 06:24.782
and face sets in sculpt mode. These are

06:24.794 --> 06:28.040
great for hiding parts of your sculpt quickly

06:28.041 --> 06:31.267
but also for masking off entire sections

06:31.279 --> 06:34.840
effortlessly. From there on out I added more

06:34.841 --> 06:37.629
and more shape keys for various expressions to

06:37.641 --> 06:40.320
check if the design is appealing or if there

06:40.321 --> 06:45.680
any issues in the proportions. By animating and driving these sliders I could quickly

06:45.681 --> 06:49.900
switch between expressions and mix and match them by scrubbing through the timeline.

06:50.720 --> 06:52.930
Some adjustments that I did because of that

06:52.942 --> 06:55.320
was for example lowering the nose bridge a bit

06:55.321 --> 06:58.191
and tweaking the eyebrows and adjusting his

06:58.203 --> 07:01.220
inner mouth. These are the sort of things you

07:01.221 --> 07:04.465
would only know from experience or asking for

07:04.477 --> 07:07.660
feedback or in this case by actually testing

07:07.661 --> 07:11.084
your designs and seeing what is still wrong with

07:11.096 --> 07:14.460
it. Unlike with Rain I ended the testing with a

07:14.461 --> 07:18.159
four pose sculpt. This was actually surprisingly

07:18.171 --> 07:21.340
easy to do without adding a rig this time

07:21.341 --> 07:24.650
by using the pose brush transform tools and

07:24.662 --> 07:28.060
face sets in sculpt mode. I just had to join

07:28.061 --> 07:30.905
all objects together and add face sets to

07:30.917 --> 07:34.400
everything to clearly define the individual limbs.

07:34.401 --> 07:37.348
If the pose brush is not using the option

07:37.360 --> 07:40.680
connected only it will even move near surfaces

07:40.681 --> 07:44.681
together like clothes and hair. Mask expand,

07:44.693 --> 07:49.160
lasso masking and the face sets also made it very

07:49.161 --> 07:51.821
fast to target certain limbs and quickly

07:51.833 --> 07:54.840
rotate them with the transform tools as well.

07:55.360 --> 07:57.458
All of this was also done with shape keys so

07:57.470 --> 07:59.580
the original resting pose would stay intact.

08:00.420 --> 08:04.109
I also compared all of this with Rain so they

08:04.121 --> 08:07.740
both work well side by side. This is where I

08:07.741 --> 08:10.829
wrapped up the 3D design phase and after a while

08:10.841 --> 08:13.940
started the live streams on Retopologizing Snow.

08:14.740 --> 08:17.666
I went into a very different direction than

08:17.678 --> 08:20.820
with Rain. Rain was made with topology that is

08:20.821 --> 08:23.664
very generic that would be easily applied to

08:23.676 --> 08:26.660
any character that doesn't have too pronounced

08:26.661 --> 08:29.905
facial features. Big feature films use this

08:29.917 --> 08:33.400
approach a lot where they have one really well

08:33.401 --> 08:39.420
made retopology and then morph it into any background or secondary character they have

08:39.421 --> 08:42.693
because they already know that this topology

08:42.705 --> 08:45.840
works. This saves a lot of time but I also

08:45.841 --> 08:49.115
made the mistake with Rain to start very high

08:49.127 --> 08:55.595
res with the retopology. This is actually not a good idea since it can get you stuck

08:55.607 --> 08:59.260
with too much geometry too soon. So for Snow

08:59.261 --> 09:02.555
I started with the absolute minimum amount of

09:02.567 --> 09:05.800
loops and then went higher only when needed.

09:06.340 --> 09:12.660
I also made a very custom fitted retopology for him. Each loop is very customized for

09:12.661 --> 09:17.518
his facial features and proportions. This lowered

09:17.530 --> 09:22.100
the amount of loops overall but increased the.

09:22.740 --> 09:28.640
well to not cause any stretching when subdividing. While retopologizing I liked to.

09:29.440 --> 09:32.969
Mark very important loops as seams or sharps

09:32.981 --> 09:39.130
to make them really stick out in as these red and blue lines. This is really just to

09:39.142 --> 09:42.140
help distinguish them visually while working

09:42.141 --> 09:44.684
on the retopology. It doesn't do anything

09:44.696 --> 09:47.500
else. Retopology can be done very differently

09:47.501 --> 09:53.440
and there are no perfect solutions. For Rain I went for very clear patches and

09:53.441 --> 09:56.791
Poles leading into each other. Snow is a good

09:56.803 --> 10:00.240
example of how the structure can be a bit more

10:00.241 --> 10:03.318
messy visually but overall better for this

10:03.330 --> 10:06.860
particular character and as a result with almost

10:06.861 --> 10:09.906
half the amount of geometry on the entire body.

10:09.918 --> 10:12.780
Each limb of the body was also retopologized

10:12.781 --> 10:16.192
as separate mesh and only bridged with a rest

10:16.204 --> 10:19.780
once the loop count matched and wouldn't change

10:19.781 --> 10:23.001
anymore. And here's a good tip for clothing

10:23.013 --> 10:26.320
retopology. Try to place loops exactly where

10:26.321 --> 10:32.560
the real seams on the fabric would be. This will help a lot later during UV unwrapping

10:32.561 --> 10:35.622
and texturing. Even the hair was retopologized

10:35.634 --> 10:38.640
in the same way to keep the style consistent.

10:39.720 --> 10:43.047
For the UVs this time I relied much more heavily

10:43.059 --> 10:45.980
on the live unwrapping feature of Blender.

10:46.720 --> 10:49.747
It's a bit unfortunate how hidden this feature

10:49.759 --> 10:52.600
is since this is the best way of unwrapping

10:52.601 --> 10:56.185
and editing UVs in Blender. It's really useful

10:56.197 --> 10:59.480
to be able to pin certain UVs to keep them

10:59.481 --> 11:02.748
in place and have others automatically unwrap

11:02.760 --> 11:05.820
instead. For example if you want to stitch

11:05.821 --> 11:13.120
pieces together or you want to straighten certain UVs or rotate and align areas.

11:14.880 --> 11:17.856
This time I also used U-Dems for the main

11:17.868 --> 11:21.220
body. If you don't know a U-Dem is essentially

11:21.221 --> 11:27.180
a one by one UV space. If you use more than one you can also use more than one

11:27.181 --> 11:30.381
texture on that object. So that way the

11:30.393 --> 11:34.100
head, hands and the body could each get their

11:34.101 --> 11:40.060
set of textures with different resolutions for more detail. I also pinned the middle

11:40.061 --> 11:43.264
loop in the center of the UVs so I can easily

11:43.276 --> 11:46.420
mirror the UVs later on. This can be done by

11:46.421 --> 11:51.520
for example using the mirror modifier with the bisect and mirror UV options enabled.

11:52.000 --> 11:55.212
Even U-Dems work with this. And then once you

11:55.224 --> 11:58.520
apply the modifier your mesh and your UVs will

11:58.521 --> 12:01.673
be perfectly symmetrical. And then for the

12:01.685 --> 12:05.000
surfacing. Unlike with rain I didn't texture

12:05.001 --> 12:08.029
paint that much this time to add more detail. I

12:08.041 --> 12:11.080
mainly just painted or generated low resolution

12:11.081 --> 12:14.259
masks to define where procedural or high

12:14.271 --> 12:17.940
resolution patterns should appear. Like a mask

12:17.941 --> 12:21.953
for pores, lip wrinkles or the Iris textures.

12:21.965 --> 12:25.900
Just like with rain I used tileable textures

12:25.901 --> 12:30.278
again to add fabric patterns on straightened

12:30.290 --> 12:34.380
UVs. These I got from various CC0 texture

12:34.381 --> 12:41.640
libraries like Texture Haven, CG Bookcase and CC0 textures. The issue is that these

12:41.641 --> 12:44.542
textures often come with some extra color

12:44.554 --> 12:47.680
variation and details attached. Often I only

12:47.681 --> 12:50.245
want the detailed patterns and add all the

12:50.257 --> 12:53.140
color variation myself. So an easy trick I like

12:53.141 --> 12:56.489
to do is for example in Krita or any other

12:56.501 --> 13:00.100
image editing software to take the image and.

13:00.700 --> 13:07.320
start duplicating the layer. Then blur it until the detailed patterns are gone and

13:07.321 --> 13:10.048
you're only left with the color variation you

13:10.060 --> 13:12.860
want to get rid of. Then set the blurred layer

13:12.861 --> 13:19.580
to gain extract and it will extract the difference. In this case that's the detailed

13:19.581 --> 13:24.820
pattern that was blurred out and then just save the texture and you have exactly that

13:24.821 --> 13:27.869
pattern that you want to use. But I didn't

13:27.881 --> 13:31.160
just make neatly laid out UDIMs. I also added

13:31.161 --> 13:34.401
additional UVs for procedural texturing this

13:34.413 --> 13:37.960
time. Since UVs are essentially just coordinates

13:37.961 --> 13:41.248
in two dimensions, the U and the V direction,

13:41.260 --> 13:44.340
you can use them to add additional effects

13:44.341 --> 13:48.209
For example I unwrapped and straightened UVs

13:48.221 --> 13:52.100
along the sleeves, collar and the hip to add

13:52.101 --> 13:55.335
a darker strip of fabric procedurally with a

13:55.347 --> 13:58.740
seam in between the two colors. It's also much

13:58.741 --> 14:01.614
easier to add non-destructive stitches this

14:01.626 --> 14:04.780
way along the UVs. Almost completely resolution

14:04.781 --> 14:08.387
independent. Basically the only thing I texture

14:08.399 --> 14:11.940
painted by hand on the clothes is a height map

14:11.941 --> 14:14.756
for smaller wrinkles on the clothes and I

14:14.768 --> 14:17.940
mixed that in with the other texture patterns.

14:18.860 --> 14:22.318
After I was happy I did some renders for tests

14:22.330 --> 14:25.800
and turntables and then tweaked it afterwards.

14:26.580 --> 14:29.598
And then once that was done I baked the entire

14:29.610 --> 14:32.640
node tree down into a set of PBR textures just

14:32.641 --> 14:35.080
like last time. One thing I didn't mention in

14:35.092 --> 14:37.760
the previous video is that I can really recommend

14:37.761 --> 14:41.935
set any black and white or normal map texture

14:41.947 --> 14:46.040
to non-color instead of sRGB. This will give

14:46.041 --> 14:48.868
you more accurate results especially for normal

14:48.880 --> 14:51.780
maps. And also in the original video I didn't go

14:51.781 --> 14:55.255
that much into the rendering side. So essentially

14:55.267 --> 14:58.540
once I have the post shaded character I set up

14:58.541 --> 15:03.860
a camera and some lights. Most of this is based on the three point lighting principle

15:03.861 --> 15:07.515
and done in Eevee since there I can see the

15:07.527 --> 15:11.620
changes in real time. Once I'm mostly happy with

15:11.621 --> 15:14.536
the results I switch over to Cycles for the

15:14.548 --> 15:17.680
final setup and further tweaking. Since Cycles

15:17.681 --> 15:21.460
and Eevee share most of the settings you don't really lose much in the progress.

15:22.520 --> 15:28.780
For the ground I added a reflective plane as a nice bonus. For rain I added a bit of

15:28.781 --> 15:32.479
placement with water ripples from raindrops.

15:32.491 --> 15:36.200
For snow I originally went for well snow but

15:36.201 --> 15:42.420
this ended up to be way too distracting so I changed it to a subtle frozen texture.

15:43.340 --> 15:47.740
In the end I did a bit of retouches and compositing directly in Blender.

15:48.640 --> 15:51.535
For this I organized the character, his eyes

15:51.547 --> 15:54.520
and the background into separate collections.

15:55.060 --> 15:58.068
Then I created three view layers that will each

15:58.080 --> 16:01.100
render out a different part of the final image.

16:01.600 --> 16:05.018
The first layer renders out snow with a transparent

16:05.030 --> 16:07.720
background. To achieve this you can just

16:07.721 --> 16:12.980
toggle the check Mark on the background collection in the outliner. This check Mark

16:12.981 --> 16:16.026
will only be checked for this particular view

16:16.038 --> 16:18.960
layer. This will just exclude anything from

16:18.961 --> 16:21.239
inside that collection and it will not appear

16:21.251 --> 16:23.540
in the render. In the second layer I rendered

16:23.541 --> 16:26.672
out only the background but with snow still

16:26.684 --> 16:29.900
visible in the reflections. For this you can

16:29.901 --> 16:33.416
toggle the indirect only option in the outliner

16:33.428 --> 16:36.880
on the character collection. This way anything

16:36.881 --> 16:43.120
in that collection will never be directly visible but only indirectly in the lighting

16:43.121 --> 16:46.922
and reflections on other objects. And in the

16:46.934 --> 16:50.920
last layer I rendered only the eyes with a bit

16:50.921 --> 16:54.103
of a different lighting setup so that there's

16:54.115 --> 16:57.380
no distracting reflections. You can enable the

16:57.381 --> 17:00.463
holdout toggle in the outliner on the rest of

17:00.475 --> 17:03.500
the character for this. So anything in those

17:03.501 --> 17:06.217
collections will be rendered as Alpha zero,

17:06.229 --> 17:09.020
essentially like a mask. Then you can stitch

17:09.021 --> 17:11.608
these layers together in the compositor, add

17:11.620 --> 17:14.100
some glare and color correction, some nice

17:14.101 --> 17:16.991
gradients for the background and you're done.

17:17.003 --> 17:19.840
And that's it. Thanks a lot for watching. If

17:19.841 --> 17:22.428
you're interested in more tutorials on this

17:22.440 --> 17:25.160
topic or the files of these characters, visit

17:25.161 --> 17:27.779
the Blender Studio website. Once Snow is fully

17:27.791 --> 17:30.420
rigged he will be made available as a Creative

17:30.421 --> 17:32.903
Commons character for you to use for any

17:32.915 --> 17:35.720
project you like. But until then you can also

17:35.721 --> 17:40.980
get the full access to the entire library of Creative Commons

17:40.981 --> 17:44.040
characters and assets on the Blender Studio website. Enjoy!
