Dragon Knight - Fantasy Character Full Course
You will need to have some experienced in blender to take this course as I won't be explaining every single click and as we'll be using some advanced technics. We'll be using blender in 99% of the project.
The use of photoshop will be super limited and can be replaced with any other 2D image editing software.
The tutorial includes :
- 74 different vidoes for about 17 hours of course.
- 18 blenders file covering main steps.
- Free CC HDR, free textures given by textures.com, Matcaps, brushes and concepts from Thiago Almeida
This course covers every single step to create a PBR shaded character with animation friendly topology.
- Body sculpting
- Armour and accessories sculpting
- Full retopology
- Detail sculpting
- UVs creation
- Texture creation (baking/painting)
- Shading
- Render and compositing
Chapters :
01-Body sculpting
In this chapter we'll use dynamic topology tools to sculpt our character body with tips to achieve believable anatomy features.
- File overview
- Sculpting tools overview
- Base sculpting of the body
02-Body Retopology
How to deal with character topology to get an animation friendly model.
- Retopology planning and setup
- Retopology of the face
- Retopology of the Body
- Retopology of the hands
- Retopology of the horns
- Eyes and mouth
03-Missing parts and projection
We'll see how to rapidl model teeth and once our character fully retopologied, how to project sculpted details onto the newly created mesh
- Modeling of the teeth
- Eye modeling
- Body projection to multires.
04-Armour modeling
Mixing sculpting and vertex modeling, we'll create each part of the armour.
- Chest plates
- Belt
- Shin guard
- Boots
- Forearm plates
- Shoulder plates
- Dragon shoulder plates
- Fabric and leather parts
05-Sword
Let's try box modeling on this one !
- Sword modeling
- Shield modeling
- Dragon handle
- Leather handle
06-Shield
Mixing sculpting and vertex modeling, we'll create each part of the shield
- Sculpting the base mesh
- Retopology
- Shield accessories modeling
07-Detail sculpting
Let's see how we can detail our mesh now with a final pass of sculpting. Let's understand what technic and tool you will have to use.
- Multiresolution or dynamic topology?
- Straps
- Armour
- Blade
- Shield
- Cloth
- Refining the topology
08-UVs mapping
How to unwrap a character and correctly organise your UV island with both blender default tools and the texture atlas addon for multiple armour parts.
- Character UVs (classic method)
- Equipement UVs (Atlas addon)
09-Texturing
When used properly, blender can be a powerfull texturing software. Let's see how to get informations from our detail sculpting and paint some more details and coulours.
- Textures baking
- textures painting
- Textures combined
- Detailing of the body
- Armour painting
- Armour detailing
- Eyes painting
10-Lighting and shading
Shading is so important as it can break or sublime your character. Let's learn to shade both organic and synthetic materials
- Lighting setup
- Skin shading
- Armour shading
- Leather shading
- Shield and sword shading
- Teeth and eyes shading
- Diamond shading
- Lava effect
11-Render and postproduction
The cherry on the cake