It's really fitting that you're using this very "retro" workflow for animated models with this style. The way you group and move each limb individually was very common in the PS1/N64 era because these consoles were not fast enough to support the bone deforming workflows we use nowadays.
Common in the early parts of the era, the PS1 mostly used vertex distortion for later games and later N64 games did use bones (compare Mario from Mario 64 to Mario from Smash 64 for example).
Blender is DENSE because it is an all in one platform you can model, make textures, animate, run simulations, hell blender even had a game engine at one point, but tackle it piece by piece and it makes sense. I started modeling by following this roblox modder's tutorial. I'm trying to get better at texturing, but again blender just really has an INSANE number of tools
@@moeneet7069yesss, also can edit videos :3 with add ons you can also do so much more, like mocap n stuff. There's also separate blender engines such as goo engine and the blender game engine you mentioned has been brought back by another team i believe. I might be wrong or having trouble describing these custom versions of blender lol
As a Barbie enthusiast, I find a couple of the things you say here really funny, like when you talk about how the arms are basically double jointed, and Barbie has special dolls specifically made to be more posable than regular Barbies, and so have double jointed elbows and knees, as well as a lot of other joints other dolls don't have.
As a blender user the folder system actually makes perfect sense. the skeletons you see in other software is because we generally want to avoid committing the mesh to poses (with a click you can return it to a default pose) and they just read easily. There's more technical junk but in terms of bare bones rigging as long as it makes a clear hierarchy and easy to set pivots it's all good and this a really accessible system.
If i've learned something from Ben Marriot is that we always label our layers. Great job, Brandon. PS: As with Solid Snake i'm amazed at how well you achieve this low poly style without 3D being your actual strength, blows my mind.
if you don't want the texture map to be so messy a thing i like to do is make a basic blocky version of the texture. Just a torso, head, arms and legs (kinda how the minecraft skin texture looks like) and unfold the faces over them, then edit and adjust, it keeps it organized but it's definetly a VERY different workflow.
I have to say as someone who has used Blender for years, it really doesn't lend itself as well to this style of art as Blockbench does. Yeah, you have WAY more versatility in Blender, but the more limited nature of Blockbench makes it significantly easier to achieve this style. I think a hybrid of doing the modeling and texturing in Blockbench and then going to Blender for lighting, animation, and rendering might be a great way of doing things. Regardless though, I'm always impressed with your work.
thanks for all of your videos about blockbench. I wanted to learn blender but I didn;t understand most of it and your pokeball and snake videos helped out a lot with teaching me how to actually 3d model.
I used blender in the past and tried several texel density plugins, but there was always a lot of fiddling around to get it just right. Blockbench in the other hand is specifically created for this so pixel textures are much easier to create. However I do mourn the lack of a knife tool, bone weight painting, and randomisation through code. Still using Blockbench however for my current project.
Everything you said about Blender is true...But you're right to be using something like Blockbench. They always say, "It's the artist, not the tool," but using Blender for low poly 3D can sometimes feel like using an excavator to remove a pebble from your yard. Blender is awesome and has so much functionality that it can get overwhelming or become easy to get lost in all the options and menus. Blockbench is great because it's basically focused directly toward one style that a lot of beginners can quickly get in to and then advance into something like Blender.
got really inspired by your solid snake model to go ahead and build a character in block bench but got tripped up at the pixel misalignment lol really glad you covered that here!
Ive always struggled to get into 3d modeling because the programs are far too complicated for me, but this one looks really intuitive! Thank you for showing it off
thank you very much for your videos and tutorials in blockbench!! I've been trying for Ages to find a program that was simple enough, and watching your tutorials makes it that much easier and I've finally been able to make my own models! they're not nearly as good as yours, but I'll get the hang of it soon!
low poly model he says... but its looking quiet faceted detailed already by 2 min in, and I realise, Im looking at dixie kong and its a DKC pre-render hahaha. Love it, and now on to the body making...
when i want to pose the character i create a animation so i dont have to duplicate or undo it when i want a new one i dont know if you do the same or have a better method but just in case i say it so maybe i can help
That's good to know! I ended up duplicating to do my poses, but it'd be was easier to be able to organize a bunch of predetermined positions from the same model. Could then even build it out to be an actual animation :D
I don't hate Blockbench, but I mush preffer blender, and using a UV mesh plugin that let's you use aseprite to paint UVs. Blockbench had me ripping my hair out making loop cuts, and it as a tic box that says it starts a projects with blenders quick keys set up, but it's not one to one. I do like Blockbench though, it's a good little program :).
I found out that if you select the faces that aren't lining up with the rest of the art, and go to UV-Auto UV. Usually it will fix the problem and you can paint pixels on that fit the rest of the model.
is it possible to add multiple pivot points for a single bone? because if so that would be how you end up morphing the polys to move how you want without the need to split groupings.
I wanna replicate this style for my OC, but he doesn't wear a bandana or hat or anything like any of the characters you made on blockbench, how do I make bangs for this kind of style? I'm sorry for bothering just wondering
Have you ever tried pixel art scene in the perspective of Beat 'em Up games like Streets of Rage and Final Fight? Its not quite the same angle as isometric, but neither is it straight on.
Haha that's super fun, the colours are amazing on this model! And nice choice of poses too! 🏃♀️🛼 Grouping the limbs into folders definitely seems like a smart way to organize it with this workflow. I was also surprised to see the folder automatically be called "bone", that was an interesting observation! 🦴
Thanks! Haha yeah it actually works quite well for organizing, though there end up being so many nested folders running down the screen after rigging the full model 😅
I want to ask, can we use 2d pixel art to make the model layout instead of draw it manually in the 3d model? Cuz i have few 2dl model layout that i want to try to use in blockbench if it's possible
wait, how do you get your crt footage? i recently learned what a "refresh rate" is, and shouldn't we bee seeing some goofy lines running down the screen or something?
That only happens if the elements are misaligned. Quick explanation: - CRTs work by running an electron beam down the screen in horizontal lines a bunch of times every second, adjusting the strength of this beam for how bright or dark that spot on the screen is at that moment. (Color is more complex and irrelevant to this, just think in B&W for now.) - The screen is coated in stuff that reacts to the electrons by brightening up. This will hang for a moment after the beam passes before dwindling, like a glow-in-the-dark sticker but faster. - Cameras work by snapping a shutter open and shut many times a second to capture all the light in front of them for that fraction of a second. (Digital ones work by checking the sensor's pixels many times a second, but similar idea) - If your camera shutter isn't open long enough (ie your shutter speed is too fast), then the beam on the CRT can't complete the pass it's on across the screen, and part of the screen won't be at full brightness and detail since it didn't get a fresh beam. - If you keep doing this, then where the beam lands will be inconsistent, causing a "rolling" patch to run up the screen that's darker and a moment behind the rest. - CRTs run, in the US, at 60 hz, or doing this pass 60 times a second. Film cameras click their shutters at 24 frames a second. The two numbers don't line up. - If your CRT completes a run, and your camera clicks its shutter, the same amount of times a second (or an evenly divisible amount, like 30 frames a second, so each click of the shutter gets two full passes of the beam), then everything works out and you don't get that effect. SCIENCE!
It’s weird seeing these proportions on what is supposedly a Barbie (where according to the proportions of the Barbie doll, she should be over seven feet tall as a real human, with a neck around 8-10 inches long). If I remember my old days of terrorizing my sister’s dolls correctly, this looks more like a Polly Pocket
3D modeling looks fun, and this turned out great as usual! Also..."you_can_brush_my_hair.gif" got me haha. I always love the tiny details you sneak in :D
It’s too bad you didn’t work on any retro games. I feel like your style of pixel art and 3D models would have driven the industry in a much better art direction than what we got. Wouldn’t a Barbie game with this model have been the best thing you played as a child?!
please you can make shroomish in pixels? i try is my favorite pokemon but is very hard im no cant make a good 3d pixel, help pls if you try make her cute and tiny pls
It's really fitting that you're using this very "retro" workflow for animated models with this style. The way you group and move each limb individually was very common in the PS1/N64 era because these consoles were not fast enough to support the bone deforming workflows we use nowadays.
That's.... that's the whole point dude, good job
thats also just a limitation of blockbench
Common in the early parts of the era, the PS1 mostly used vertex distortion for later games and later N64 games did use bones (compare Mario from Mario 64 to Mario from Smash 64 for example).
@@AztecCroc yeah same models different deformation
@@RT-qi7rn useless comment
I like that this looks simple and easy to use straight off, instead of being instantly overwhelmed by Blender's billion buttons, tools, and functions.
Blender is DENSE because it is an all in one platform you can model, make textures, animate, run simulations, hell blender even had a game engine at one point, but tackle it piece by piece and it makes sense. I started modeling by following this roblox modder's tutorial. I'm trying to get better at texturing, but again blender just really has an INSANE number of tools
As a person that uses blender for fun, You are not right
@@moeneet7069yesss, also can edit videos :3 with add ons you can also do so much more, like mocap n stuff. There's also separate blender engines such as goo engine and the blender game engine you mentioned has been brought back by another team i believe. I might be wrong or having trouble describing these custom versions of blender lol
As a Barbie enthusiast, I find a couple of the things you say here really funny, like when you talk about how the arms are basically double jointed, and Barbie has special dolls specifically made to be more posable than regular Barbies, and so have double jointed elbows and knees, as well as a lot of other joints other dolls don't have.
the majority is still not that posable tho
I appreciate the intro/outro screens being pink for this one
As a blender user the folder system actually makes perfect sense. the skeletons you see in other software is because we generally want to avoid committing the mesh to poses (with a click you can return it to a default pose) and they just read easily. There's more technical junk but in terms of bare bones rigging as long as it makes a clear hierarchy and easy to set pivots it's all good and this a really accessible system.
AMAZING. the armbands worked so well
Where's a Oppenheimer 3d model
There's nothing Fun about Oppenheimer 😏
@@DadVader look at this, he's a love a Barbie movie ⭕↗️↗️😂😂
@DadVader I beg to differ. The creation of the first atomic weapons seemed like a blast
Yea man it went off. Especially overseas
A ball ring and Stick
If i've learned something from Ben Marriot is that we always label our layers. Great job, Brandon.
PS: As with Solid Snake i'm amazed at how well you achieve this low poly style without 3D being your actual strength, blows my mind.
for articulated joints, if you make a semicircle shape at the ends of the parts so they overlap.
Wanted to thank you for your work, you've been almost like an art mentor for me for the past couple years. Thank you for your consistency
if you don't want the texture map to be so messy a thing i like to do is make a basic blocky version of the texture. Just a torso, head, arms and legs (kinda how the minecraft skin texture looks like) and unfold the faces over them, then edit and adjust, it keeps it organized but it's definetly a VERY different workflow.
I have to say as someone who has used Blender for years, it really doesn't lend itself as well to this style of art as Blockbench does.
Yeah, you have WAY more versatility in Blender, but the more limited nature of Blockbench makes it significantly easier to achieve this style. I think a hybrid of doing the modeling and texturing in Blockbench and then going to Blender for lighting, animation, and rendering might be a great way of doing things. Regardless though, I'm always impressed with your work.
thanks for all of your videos about blockbench. I wanted to learn blender but I didn;t understand most of it and your pokeball and snake videos helped out a lot with teaching me how to actually 3d model.
Same here! The fact that loop cut and extrude and all are buttons that are just right there was great at helping me jump into those fundamentals
I actually adore this look! Feels exactly like something you'd find in a high quality N64 or PS1 title. Solid work really!
The work on the head alone blew me away. You keep amazing me with how easy these things come to you!
Yo, goofing around with this feels like a great lil fun intro to 3D modeling. Thanks so much!
I downloaded Blockbench on my laptop with no knowledge of modeling. This make me wanna learn because i love 3d pixel art!
That style is *so good!* This model deserves to be in a game
I used blender in the past and tried several texel density plugins, but there was always a lot of fiddling around to get it just right.
Blockbench in the other hand is specifically created for this so pixel textures are much easier to create. However I do mourn the lack of a knife tool, bone weight painting, and randomisation through code.
Still using Blockbench however for my current project.
I like how you changed the interface with pink it's very fitting 🤭💖
This was really cool. Your Barbie reminded me of the character models in Frogun.
Can’t wait to see your take on Oppenheimer in a couple weeks time.
Oh yeah actually does; haven't played that one but love the style! Reminds me of PS1 games like Ape Escape and Tomba
Also: 🤣
@@BJGpixel Don’t bother with Frogun. I think they’re doing a sequel but I don’t know who for. 🐸
This is so simple and effective ! Please do more models on Blockbench for us !
Everything you said about Blender is true...But you're right to be using something like Blockbench. They always say, "It's the artist, not the tool," but using Blender for low poly 3D can sometimes feel like using an excavator to remove a pebble from your yard. Blender is awesome and has so much functionality that it can get overwhelming or become easy to get lost in all the options and menus. Blockbench is great because it's basically focused directly toward one style that a lot of beginners can quickly get in to and then advance into something like Blender.
got really inspired by your solid snake model to go ahead and build a character in block bench but got tripped up at the pixel misalignment lol
really glad you covered that here!
It's like if Rollerblade Barbie was an unlockable character in Megaman Legends. I love it!
Ive always struggled to get into 3d modeling because the programs are far too complicated for me, but this one looks really intuitive! Thank you for showing it off
you said you wanted to do someone without knee and shoulder pads, so Oppenheimer is looking like a pretty good candidate
Agreed!
What’s Oppenheimer?
Agreed
@@Pipubbles Boom boom man.
(aka father of the atomic bomb)
Blockbench seems really cool and basically what I’m looking for. Been using blender but I’ve been wanting to make low poly figures.
I'd love to play a Barbie game built out with assets of the same calibre as yours! Great design.
thanks so much 😙 i looked for tutorials to make low poly characters for my Unity game.
this + blockbench come at the right time ❤
Please do more of these in blockbench! Amazing work!
thank you very much for your videos and tutorials in blockbench!! I've been trying for Ages to find a program that was simple enough, and watching your tutorials makes it that much easier and I've finally been able to make my own models! they're not nearly as good as yours, but I'll get the hang of it soon!
"Just one of the many things that snake and barbie have in common" killed me ngl 😂😂😂❤
im still at the start of the video but omg, i screamed when i saw that pink intro!!!
man this model is so cute! good job on this one! i really like this a lot!
Thanks so much, this was a fun one to put together! I love how well the rollerblade idea works for a character turnaround while showing the model 😊🛼
These videos are helping me a LOT! I was eagerly looking forward to a new one after watching the Pokéball and Solid Snake ones. ❤
That's so cool. I love your work and I just downloaded Blockbench.
Have you tried Crocotile 3D? It works sorta similarly to blockbench, but more tile-based. It's pretty neat!
Not yet, but it's been on my list for awhile! Looks like it'd be fun for translating some of my existing 2D work into 3D as well
For some reason, something about this just screams Idk from VS Impostor V4. She’s just got that energetic and cheerful look that matches the song.
low poly model he says... but its looking quiet faceted detailed already by 2 min in, and I realise, Im looking at dixie kong and its a DKC pre-render hahaha. Love it, and now on to the body making...
when i want to pose the character i create a animation so i dont have to duplicate or undo it when i want a new one
i dont know if you do the same or have a better method but just in case i say it so maybe i can help
That's good to know! I ended up duplicating to do my poses, but it'd be was easier to be able to organize a bunch of predetermined positions from the same model. Could then even build it out to be an actual animation :D
@@BJGpixel yeah the animation tab is the answer. Keep the model in your base pose and then add animations and just use rotation nodes on the timeline
I think the world is at peak readiness for a PSX-retro Roller Barbie game.
Groovy!
It's like lego technic figurine, but way more nicer :-D
I don't hate Blockbench, but I mush preffer blender, and using a UV mesh plugin that let's you use aseprite to paint UVs. Blockbench had me ripping my hair out making loop cuts, and it as a tic box that says it starts a projects with blenders quick keys set up, but it's not one to one. I do like Blockbench though, it's a good little program :).
i love this guy
Looks like an old ds game, i love it!
I found out that if you select the faces that aren't lining up with the rest of the art, and go to UV-Auto UV. Usually it will fix the problem and you can paint pixels on that fit the rest of the model.
We need more rollerblading video games
is it possible to add multiple pivot points for a single bone? because if so that would be how you end up morphing the polys to move how you want without the need to split groupings.
I do have to mention the strike in the movie industry
it's barbie time
I wanna replicate this style for my OC, but he doesn't wear a bandana or hat or anything like any of the characters you made on blockbench, how do I make bangs for this kind of style?
I'm sorry for bothering just wondering
I WANNA TRY THIS!!
Have you ever tried pixel art scene in the perspective of Beat 'em Up games like Streets of Rage and Final Fight? Its not quite the same angle as isometric, but neither is it straight on.
Great instructions. Thanks!
This is better than an actual barbie doll tbh
I’d love to see what you could do for an animation in blockbench
very facsinating, kinda makes me wanna try and model something
Haha that's super fun, the colours are amazing on this model! And nice choice of poses too! 🏃♀️🛼
Grouping the limbs into folders definitely seems like a smart way to organize it with this workflow. I was also surprised to see the folder automatically be called "bone", that was an interesting observation! 🦴
Thanks! Haha yeah it actually works quite well for organizing, though there end up being so many nested folders running down the screen after rigging the full model 😅
Brandon have you seen Smack Studio? I'd love to see what you could do with their system.
Could you please make a detailed tutorial on how to make a basic low-poly model
I want to ask, can we use 2d pixel art to make the model layout instead of draw it manually in the 3d model? Cuz i have few 2dl model layout that i want to try to use in blockbench if it's possible
James would make a sick minecraft texture pack
Brooo you gotta reach Sega and make a Jetset Radio spinoff with this aesthetic, it would be sick jaja
Very cool
this rules! very cute.
this is so good! ❤
She's a Barbie girl, in low-poly world.
I love it
I need this as a 3D model!!!!
cuteee
Oppenhimer 3D model with nuke, when?
I know it might be late, but when I am entering paint mode, compared to yours, I only have few squares to paint on. Any ideas?
wait, how do you get your crt footage? i recently learned what a "refresh rate" is, and shouldn't we bee seeing some goofy lines running down the screen or something?
That only happens if the elements are misaligned. Quick explanation:
- CRTs work by running an electron beam down the screen in horizontal lines a bunch of times every second, adjusting the strength of this beam for how bright or dark that spot on the screen is at that moment. (Color is more complex and irrelevant to this, just think in B&W for now.)
- The screen is coated in stuff that reacts to the electrons by brightening up. This will hang for a moment after the beam passes before dwindling, like a glow-in-the-dark sticker but faster.
- Cameras work by snapping a shutter open and shut many times a second to capture all the light in front of them for that fraction of a second. (Digital ones work by checking the sensor's pixels many times a second, but similar idea)
- If your camera shutter isn't open long enough (ie your shutter speed is too fast), then the beam on the CRT can't complete the pass it's on across the screen, and part of the screen won't be at full brightness and detail since it didn't get a fresh beam.
- If you keep doing this, then where the beam lands will be inconsistent, causing a "rolling" patch to run up the screen that's darker and a moment behind the rest.
- CRTs run, in the US, at 60 hz, or doing this pass 60 times a second. Film cameras click their shutters at 24 frames a second. The two numbers don't line up.
- If your CRT completes a run, and your camera clicks its shutter, the same amount of times a second (or an evenly divisible amount, like 30 frames a second, so each click of the shutter gets two full passes of the beam), then everything works out and you don't get that effect.
SCIENCE!
Is it possible to export a model made in blender to this software?
pink intro:)
How do you do the 360 degree rotation of the final model?
I believe it's export gif -> turntable
I want to play a game that looks like this end result
I never thought to use blockbench for non minecraft related things.
cant wait for the low poly mushroom cloud.
It’s weird seeing these proportions on what is supposedly a Barbie (where according to the proportions of the Barbie doll, she should be over seven feet tall as a real human, with a neck around 8-10 inches long). If I remember my old days of terrorizing my sister’s dolls correctly, this looks more like a Polly Pocket
has anyone tried importing blockbench made characters into Unity?
how about "poly" pocket?
3D modeling looks fun, and this turned out great as usual! Also..."you_can_brush_my_hair.gif" got me haha. I always love the tiny details you sneak in :D
It’s too bad you didn’t work on any retro games. I feel like your style of pixel art and 3D models would have driven the industry in a much better art direction than what we got. Wouldn’t a Barbie game with this model have been the best thing you played as a child?!
existential dread moment
Barbie rules
Super low poly is much easier in BB than Blender cuz it has pixel snapping, unlike blender 1.94336733 coordinates
Please, translate the subtitles to spanish 🥺. I like it ❤
You absolutely have to do oppenheimer now
Rad
Minecraft don't deform models for animation, that's why block bench lacks it.
I mean it deforms in bedrock version but that reserved for emotes.
Now do Oppenheimer.
please you can make shroomish in pixels? i try is my favorite pokemon but is very hard im no cant make a good 3d pixel, help pls if you try make her cute and tiny pls
Now model oppenheimer
Whoppenheimer
cool!
hey, try to make nano and learn animation!
Life in pixel
It's fantixel...?
mmm... no
🤣
"you can't brush my hair ... cuz I am made of squares"
Did you actually watch the Barbie movie?
Why is she a little kid?
Pink background? Is it women's day?