Hey everyone, with the final part released I'd like to thank everyone who is watching the series and a special thanks to those who have purchased the course available at blendermarket.com/products/game-character-tutorial-series. The complete course includes videos for download, detailed step-by-step tutorial notes, starting files and the finished character (or you could jump on the Patreon for a month, download what you want and then bounce). Happy Blendering and feel free to leave comments on what game development tutorials you may want to see next!
Superb video tutoria, thank you so much! 💯 It would be extremely useful to see some armour, even just pauldrons, and breastplate added to a humanoid mesh, separately. To see how you do that. I know you mention that, it could create clipping. But creating a mesh, & then add whatever armour as independent objects, & seeing how your method. In-line with joints, snapping etc, would be really helpful. 💫
Hey there, no it's not really that important. It's just a way that may make it easier for people to visualise where they need to create the cuts on the model, but you can certainly do it without this.
This is entirely up to your use case for the model. For an RPG type game where you need to switch between different armour sets, then you would likely model the different parts of the armour as separate meshes (like the helmet is a separate mesh). For a game where the character is not going to be changing appearance, then modelling the body armour as a single mesh is likely better (this will help alleviate issues in the future with the body clipping through the armour during animation). There's always more than one way to do things, so choose the method which is easiest for you and best for the project.
@@ironbarkgames If you make them seperate how do you make sure they fit the human model seems quite complicated, is there a standard way to do it? Would be nice to see a video on how you would approach a modular approach for outfits.
In Blender, every hotkey is just a way of accessing a function through some form of menu or a quicker way then using the 3D gizmos. If you find it quicker, then there's no reason why you can't access functions through the menus or turn the 3D gizmos on. However, I find it much quicker to use the hotkeys, even if it too a little time to get used to and remember them :)
Hey there, we model the character in what's called a "T-Pose" with the arms out like that to make it easier to model. The process after that is rigging: ruclips.net/video/wHBbP3GSm58/видео.html which allows us to add a "skeleton" to the mesh which can be used to manipulate the pose of the character and bring the arms down (or make any other position, or animate).
@ironbarkgames thank you but I am trying to make armor in a game and i need to fit the model in a basic character within the game. Rigging won't solve the problem because I can't export the rigged model. Anything else in mind?
@@GRIM3YE hmm, okay. Are you able to import your basic character which you will use in the game into Blender? Then you can model the armour to conform around that character shape. I think you'll find you will still need to bind the armour to that default character rig as well, unless you only want solid pieces of armour that won't deform (like upper and lower arm and leg armour).
10 minutes in I quit, im pulling my hair out for too long on this. Since mine doesn't look exactly like yours im having a hard time trying to understand and comprehend how to fix the triangles and multiple faces and make it look as tidy as yours. I don't have the knowledge and experience to fix those problems.
Hey . I also went through this yesterday. Just don't fear to make mistakes. Just try out anything you think would work: add loop cuts, join some vertices, delete some faces etc. You're just learning after all right? Good Luck!
Hey everyone, with the final part released I'd like to thank everyone who is watching the series and a special thanks to those who have purchased the course available at blendermarket.com/products/game-character-tutorial-series. The complete course includes videos for download, detailed step-by-step tutorial notes, starting files and the finished character (or you could jump on the Patreon for a month, download what you want and then bounce).
Happy Blendering and feel free to leave comments on what game development tutorials you may want to see next!
Great tutorial! I really appreciate being able to see the full process.
Superb video tutoria, thank you so much! 💯
It would be extremely useful to see some armour, even just pauldrons, and breastplate added to a humanoid mesh, separately.
To see how you do that. I know you mention that, it could create clipping.
But creating a mesh, & then add whatever armour as independent objects, & seeing how your method. In-line with joints, snapping etc, would be really helpful. 💫
Great, thanks
i know its dumb to ask that but is the drawing step at the beginning important to do 😭 because im really stuck with this one..
Hey there, no it's not really that important. It's just a way that may make it easier for people to visualise where they need to create the cuts on the model, but you can certainly do it without this.
13:10 you could just press alt e and extrude along normals
Excellent tip
In object data, it doesn’t show normals as an option
Why isn't armour a seperate mesh instead of being an extrusion, what if you want to swap the armour with another
This is entirely up to your use case for the model. For an RPG type game where you need to switch between different armour sets, then you would likely model the different parts of the armour as separate meshes (like the helmet is a separate mesh). For a game where the character is not going to be changing appearance, then modelling the body armour as a single mesh is likely better (this will help alleviate issues in the future with the body clipping through the armour during animation). There's always more than one way to do things, so choose the method which is easiest for you and best for the project.
@@ironbarkgames If you make them seperate how do you make sure they fit the human model seems quite complicated, is there a standard way to do it? Would be nice to see a video on how you would approach a modular approach for outfits.
my biggest gripe is the control scheme for blender. everything is some kind of hotkey or hotkey combo. you can't do anything like a normal pc user.
In Blender, every hotkey is just a way of accessing a function through some form of menu or a quicker way then using the 3D gizmos. If you find it quicker, then there's no reason why you can't access functions through the menus or turn the 3D gizmos on. However, I find it much quicker to use the hotkeys, even if it too a little time to get used to and remember them :)
i have stuck a GoldMine with this tutorial
how do I lower the arms after making the model?
Hey there, we model the character in what's called a "T-Pose" with the arms out like that to make it easier to model. The process after that is rigging: ruclips.net/video/wHBbP3GSm58/видео.html which allows us to add a "skeleton" to the mesh which can be used to manipulate the pose of the character and bring the arms down (or make any other position, or animate).
@ironbarkgames thank you but I am trying to make armor in a game and i need to fit the model in a basic character within the game. Rigging won't solve the problem because I can't export the rigged model. Anything else in mind?
@@GRIM3YE hmm, okay. Are you able to import your basic character which you will use in the game into Blender? Then you can model the armour to conform around that character shape. I think you'll find you will still need to bind the armour to that default character rig as well, unless you only want solid pieces of armour that won't deform (like upper and lower arm and leg armour).
10 minutes in I quit, im pulling my hair out for too long on this. Since mine doesn't look exactly like yours im having a hard time trying to understand and comprehend how to fix the triangles and multiple faces and make it look as tidy as yours. I don't have the knowledge and experience to fix those problems.
Hey . I also went through this yesterday. Just don't fear to make mistakes. Just try out anything you think would work: add loop cuts, join some vertices, delete some faces etc. You're just learning after all right? Good Luck!