Book Content
chapters • 20h16m total length
1. Modeling the character's base mesh
2. Sculpting the character's base mesh
3. Polygonal modeling of the character's accessories
4. Re-topology of the high resolution sculpted character's mesh
5. Unwrapping the low resolution mesh
6. Rigging the low resolution mesh
7. Skinning the low resolution mesh
8. Finalizing the model
9. Animating the character
10. Creating the textures
11. Refining the textures
12. Creating the materials in Cycles
13. Creating the materials in Blender Internal
14. Lighting, rendering and a little bit of compositing














