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Character Modeling in Blender 2.80

Resources for Boston Blender character modeling meetup.

e2_banner


Table of Contents


youtube turnaround


List of Files

File Name Description
prefs/userpref.blend my user preferences
prefs/lajos.py my keymap
model/e2_001.blend base project with reference images
model/e2_2.79_001.blend base project with reference images, blender 2.79
model/e2_002.blend pelvis
model/e2_003.blend torso whole piece
model/e2_004.blend arm
model/e2_005.blend leg
model/e2_006.blend knees/elbows
model/e2_128.blend textured model turnaround
model/e2_head??.blend head model checkpoints
model/images/e2_*.png ortho images
model/images/eye.png eye texture
model/images/texture.png mesh texture

Shortcuts

General

Shortcut Action
alt-Q quad view
` (tilde) view menu
N toggle sidebar
T toggle toolbar
Z shading mode
shift-Z toggle wireframe/solid shading
alt-Z toggle x-ray shading
shift-A add object
TAB toggle object/edit mode
ctrl-A apply transformation
shift-D duplicate object
alt-D duplicate linked
ctrl-J join objects
C circle select
A select all
alt-A deselect
alt-B 3d view mask
shift-TAB toggle snapping

Mesh Modeling

Shortcut Action
X delete object/component
ctrl-R loop cut
K knife tool
alt-LMB select edge loop
, (comma) transform orientation menu
M merge (join vertices)
V rip (split vertices)
shift-F fill polygon (make faces)
ctrl-B bevel edge

NURBS Hair Modeling

Shortcut Action
alt-S scale at control point
ctrl-T rotate at control point
ctrl-L select linked

Texture Painting

Shortcut Action
S sample color (eyedropper)

User Preferences

I modified some shortcuts for easier and faster workflow.

Shortcut Action
Q box select tool
shift-Q lasso select tool
W move tool
shift-W move mode
E rotate tool
shift-E rotation mode
R resize tool
shift-R resize mode
1,2,3,4 vertex, edge, face, uv selection mode
alt-1,2,3,4 front, perspective, right, top view
MMB pan camera
alt-MMB tumble camera
wheel dolly camera
F focus camera on selection

Use my preferences:

  • open blender
  • save preferences (in Edit/Preferences)
  • close blender
  • go to the blender 2.80 config folder
    • windows: %APPDATA%\Blender Foundation\Blender\2.80\config
    • osx: /Users/_YOUR_USER_NAME_/Library/Application Support/Blender/2.80/config
    • linux: ~/.config/blender/2.80/config
    • note: to find config folder from blender python: bpy.utils.user_resource('CONFIG')
  • make a backup of the userpref.blend file
  • copy the userpref.blend file from this project to the config folder

This is what the config folder looks like on windows (the original userpref.blend renamed to userpref.blend.bak (there might be more or less files in there):

config_folder

Import my keymap:

  • in blender open Edit/Preferences
  • select the Keymap tab
  • click Import
  • find and open lajos.py
  • select my keymap (will probably be selected automagically)
  • Save Preferences

keymap_change


Importing Reference Images

To load the reference ortho images, first add two empty image objects: Add/Empty/Image (you can also use the shift-A shortcut):

add_empty_image

I named the objects ref_front and ref_right.

Set the location and rotation for the image objects in the Object tab:

image_position

Load the images in the Object Data tab for each image object. Make sure to set Offset X to -0.5 and Offset Y to 0 so the images line up to the ground and center of the world:

image_data

Create a new collection for the reference images in the Outliner:

collections

Notice the cursor, eye and camera icons next to collections and objects:

  • cursor - enable/disable selection of object or collection
  • eye - show/hide object or collection in viewport
  • camera - show/hide object or collection in renders

image_collection


Extrusion

We'll use extrusion as one of the tools to add geometry to our model.

First make sure that you are in Edit Mode (TAB key) and in Face selection mode (3 key with my awesome keymap):

component_mode

Select a face or multiple faces. You can use the Face/Extrude Faces menu or ctrl-E shortcut.

After the extrusion, you can move the new faces, or for more control, hit ESC to exit the automatic move mode and use the move tool (W key). You can also scale and rotate the new faces.

extrude


Loop Cut

We can add resolution to our model by creating new edge loops with the Loop Cut tool, ctrl-R shortcut.

Make sure Edge selection mode is active.

The loop cut tool is context sensitive. It will create new loops based on the orientation of the closest edge to the mouse cursor.

When the loop cut tool is active, the number of new loops can be adjusted by turning the mouse wheel. After clicking the LMB, the new edges can be moved, or to leave them in the center, hit the ESC key.

loop_cut


Knife Tool

Another tool for creating new edges is the Knife Tool (K shortcut).

Make sure to start and end on a vertex to avoid adding unwanted vertices (notice the red outline around the green cursor when hovering over a vertex).

knife


Removing Edges

We can remove edges using the delete popup menu (X key).

Notice that the Delete Edges option also deletes the face, making a hole on the object. A better operation is Dissolve Edges that leaves the face intact.

delete_edges

Vertices and faces can also be removed using the same menu.


Filling in Holes

To fill in a hole (create a new face), select the vertices around the hole and use the shift-F shortcut (the operation is New Edge/Face from Vertices in the Vertex menu)

fill_hole


Merging Vertices

Multiple vertices can be welded together from the Merge popup menu. The shortcut is M.

In this case, we want to fix a slit in the object. The screen left vertex is in the correct position. First select the right vertex, then the left one, and use the At Last option from the Merge menu to weld the vertices at the position of the last selected vertex.

merge_verts


Reset Transformations

We want our model to be at the center of the field with Location set to [0,0,0], Rotation [0,0,0] and Scale [1,1,1].

To reset transformations, use Object/Apply (shortcut **ctrl-A):

apply_transform


Scale by Number

Sometimes we need to make a surface completely flat.

A nifty trick is to select the components (in this example faces), and scale them to 0 along an axis.

Step by step:

  • make a selection
  • enable scale mode by pressing S (with my keymap shift-R also works)
  • type the letter of the desired axis, X, Y or Z (x in this example)
  • type 0 (zero)
  • hit ENTER

Note that this also works for moving (shift-W or default G) and rotating (shift-E or default R). You can also type any precise value, not just zero.

scale_by_number


Adding a Subdivision Modifier

To view (and render) the mesh at a higher resolution, we can use the subdivision modifier.

  • select mesh in object mode
  • go to the Modifier panel (wrench icon)
  • from the Add Modifier menu, select Subdisivion Surface
  • the monitor button turns the modifier on/off in the viewport
  • you can adjust View and Render subdivision level

Notes:

  • the subdivision surface modifier will make all edges round
    • to preserve edges, add extra edge loops
  • it's only a modifier, the mesh stays at the original resolution

subdivision


Smooth Shading Faces

By default, faces are shaded flat. This is great for modeling because it's easier to see the faces.

To make the object appear smooth, faces can be rendered smooth. The benefit is that a low polygon model can look higher resolution.

To set smooth shading for faces:

  • in Edit Mode, select all faces (use wireframe view to also select back faces)
  • in the Face menu, select Shade Smooth
    • note: select Shade Flat to revert to flat shading

smooth_shade


Working with a Symmetrical Mesh

X Mirror Option

To make symmetrical edits on a mesh, turn on X Mirror in Mesh Options (note: must be in Edit Mode to see the Mesh Options menu).

The Topology Mirror option tries to match components even if they are not perfectly aligned, but it seems unreliable on low resolution meshes. I found it best to leave it unchecked.

mesh_mirror

Editing a mesh with X Mirror:

mesh_mirror_editing

Note: this will only work if the object is centered and symmetrical on its origin along the X axis:

sym_object

Mirrored Linked Duplicate

While the X Mirror option works for simple edits, it cannot handle more complex operations like extrusions and the knife tool.

A better workflow is to cut the model in half and create a mirrored linked duplicate that will be automatically updated.

In the front ortho view, select half of the faces (in wireframe mode, otherwise back faces are not selected) and delete them:

mesh_cut_half

Switch back to Object Mode (TAB key). Make a linked duplicate of the object (Object/Duplicate Linked menu, or alt-D shortcut). To make sure that the duplicate is perfectly aligned, hit the ESC key to exit the automatic move mode:

mesh_duplicate_linked

Negate the X scale of the duplicate (set to -1.0):

mesh_mirror_x

It's good practice to disable selection of the duplicate object and work on the original half:

mesh_disable_mirrored

Mirror Modifier

Another option is to use a mirror modifier. Select the mesh in object mode and add a mirror modifier in the Mofifier tab.

Check the Clipping option to make sure that vertices don't cross the mirror plane.

mirror_modifier


Joining Mirrored Object

To join the mirrored halves back together:

  • in Object Mode, select the two halves
  • join them together (Object/Join or ctrl-J shortcut)
  • at this point, there are double vertices in the center. To check:
    • select a vertex by clicking on it, not with the box select tool
    • move vertex to see that the object is split
  • in Edit Mode and front ortho wireframe view, select the center vertices
  • fix the double vertices with Vertex/Remove Double Vertices
  • check with the above procedure that the mesh is welded together

mesh_join

Fixing Normals

Half of the object was flipped, so those faces are now inside out. This will cause issues with rendering.

To check and fix:

  • in Edit Mode, turn on normal display in the Overlays menu
    • the normals show which way a face is oriented
    • we want all the blue "porcupine quills" pointing out
  • in wireframe mode, select all the faces
  • use Mesh/Normals/Recalculate Outward to fix (the shortcut is shift-N)
  • turn off normal display

mesh_normals


Transform Orientation

The Global transform orientation mode uses the scene's coordinate system. It's very useful to make sure that components don't moving on an undesired axis.

The Normal mode adjusts the coordinate system to the shape of the object, so it can make shaping the object easier.

The shortcut for the orientation menu is , (comma).

transform_ori


Clipping Plane

When working in close quarters (for example inside the head), the viewport might not show part of the model.

To optimize viewport rendering, there is a minimum and maximum clipping plane, and objects are only shown within this range.

To fix, set the Clip Start value smaller in the sidebar. Open with the small arrow in the top right of the viewport, or use the N shortcut.

clipping_plane


Circle Select

Make selections with a paint brush using the Circle Select tool (shortcut C).

Button Action
LMB add to selection
MMB remove from selection
RMB exit tool
wheel adjust brush size

circle_select


Now you know everything...

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Materials for Boston Blender character modeling meetup.

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