fox

Avatar Creation for Social VR, Part 3: Character Modeling

Note: This series is an ongoing work in progress, and the video tutorials in particular will be updated and published publicly after I have finished recording the entire series. For now, the visibility for the videos has been set to shareable link only – if you have feedback on their clarity, pacing, or even whether or not the jokes land, I would welcome it in the comments here or on Youtube.

 

Welcome back! It’s now time to sit down and get your hands dirty, we’re going to spend a lot of time pushing verts and pulling faces. In this section we will run through character modeling, where we start from a cube, and finish with a character mesh.

The previous entry in this series focused entirely on the technical details of how to use Blender for polygon modeling, whereas now, we get into the workflow and thought processes involved in character modeling.Unlike the other parts of this series, poly modeling really makes the most sense when demonstrated, so I encourage you to watch the video first, even if you intend to work from this written walkthrough.

We’ve got our reference planes and the mirrored cube we set up last time ready to go. The process of modeling this avatar took about eight hours, so, again – be patient with yourself, take your time, and try to have fun.

 

Continue reading “Avatar Creation for Social VR, Part 3: Character Modeling”

Scroll to top
X