1. Starting My Character Development in Blender.

Blender -First Steps and a Simple Technique

I’ve recently started learning how to create characters in Blender, and I wanted to share my first steps with you. It’s been a fun learning experience, and our teacher from DKIT, showed us a really helpful technique that made the process easier.

First Steps in Blender

Getting into character development was a bit overwhelming at first. There are so many tools and options in Blender, but once I got the hang of the basics, it started to feel more manageable. We started by blocking out simple shapes, like spheres and cubes, to create the main forms of our character. Our teacher stressed the importance of keeping things simple at the start and adding details as we go.

One great tip I learned is to use reference images. This helps a lot in keeping proportions right and making your character look more realistic.

One of the key techniques our teacher taught us for character modeling is using the skin modifier combined with mirror and subdivision surface modifiers. This method is great for creating a base mesh for characters quickly and efficiently.

Mirror Modifier

We began by using Blender’s default cube as a starting point. Instead of manually shaping the entire body, we used the mirror modifier to only focus on one side of the character, which automatically reflects changes on the other side. This keeps everything symmetrical and saves a lot of time.

Skin Modifier

Next, we applied the skin modifier, which wraps a “skin” around the geometry we’re working with. This modifier is perfect for quickly generating the basic structure of a character’s body. It works by turning vertices into joint points, and you can extrude new vertices to create arms, legs, and other parts of the body. It gives you a blocky, rough shape that you can later refine.

Subdivision Surface Modifier

Once we had the basic form of our character, we added the subdivision surface modifier. This smooths out the rough edges from the skin modifier and gives the model a more polished look. It’s great for making the character look more organic, as it rounds out the shapes created by the skin modifier.

By combining these three modifiers—mirror, skin, and subdivision—you can create a solid base for your character with minimal effort. After that, it’s just a matter of refining the shapes and adding more detail as you go.

Next Steps:

1. In Edit mode Switch on X-ray mode to view the mesh more clearly:

2. In Edit mode, right-click and select Merge Vertices at Center to clean up any overlapping points:

You will have your first point of character:

Modeling with the Skin Modifier:
3. To extrude vertices, press E followed by the axis you want to extrude along (for example, press E then Z to extrude upward). Now you have two points of body.

4. To add vertices, select one of points and right-click and select Subdivide.

5. An options panel will appear in the lower-left corner of the viewport, where you can specify how many vertices to insert.

6. Move your new points with G:

7. Extrude from the first point to create a head, hands and legs:

8. Use Ctrl+A to scale the vertices:

9. Extrude and move along the axis, then scale and subdivide as needed:

10. If you wish to subdivide between two selected points:
– In Edit mode, select the two vertices you want to subdivide between.
– Right-click and select Subdivide.
– The mesh will be split between the selected points, and the options panel in the lower-left corner of the viewport will allow you to adjust the number of subdivisions.

When creating a character, it’s best to extrude in orthographic viewports to maintain better control and precision.

“… in case anyone else has this issue I think I’ve solved it. Once you hit E to Extrude it creates another vert. If you don’t move it you can’t see it so if you click off and come back to it and then try to move it it’s moving 2 verts and going mental.”
– J.D.

Once you’re satisfied with your model, it’s important to apply all modifiers to finalize the changes. This will convert the non-destructive modifications into actual geometry.
To do this:
Go to the Modifier tab in the Properties panel. For each modifier (like Mirror, Skin, or Subdivision Surface), click the down arrow next to the modifier name. Select Apply.

  • Sometimes, you may need to find a different approach if things aren’t working.
  • Always beware of tearing the mesh!

Conclusion

These are just my first steps into character development in Blender, and I’m already learning a lot. I’m excited to keep improving. I’ll continue sharing my progress and any new techniques I learn along the way!

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Hi, I’m Oksana

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