Cartoon Character
Training Video
In this training video from Luxology‘s Andy Brown we explore ways of modeling a cartoon character, utilizing techniques that are relevant to the creation of any kind of bipedal character.
The Cartoon Kid character is derived from concept sketches provided by Push Pen Studios, to whom we thank profusely. The training videos cover many organic subdivision surface modeling techniques along with a generous application of sculpting. The album also shows how to use and customize modo‘s tools and interface to easily pose a character. We explore how to apply UV coordinates and texture the model in order to produce finished still images of the character in action.
This video tutorial was developed for modo 302. modo 401 users will find the tutorial useful, but will have to adapt some instructions to new techniques found in modo 401.
The videos are narrated in English and vary from beginner to Intermediate level and are most appropriate for people with some 3D modeling experience in modo.
Bonus Material added!
Once you purchase Cartoon Kid, check your Luxology account for Cartoon Kid‘s sister Genesis. Use this conceptual design template to practice making a character from scratch employing the techniques you learned in the Cartoon Kid tutorials.
Detailed Descriptions of Videos in Album
Video Part 01 – Cartoon Kid: Project Introduction
In this video we look at setting up modo so we have a modeling environment that is going to aid the process of modeling a character. Then we rough out the volumes of the object by creating a base mesh using solid sketch and the sculpting tools. With the base mesh complete we then create the head, focusing on developing good topology that correctly follows the features of the face.
Video Part 02 – Cartoon Kid: Body, Hands, Eyes and Hair
Using the base mesh as a constant source of reference in this video we model the upper body and hands. We look at how to develop the topology of a hand and then sculpt its shape. We then develop the shape of his arms and body and build layers of clothes on top, and finally we continue to develop the head by adding eyebrows, hair and eyes.
Video Part 03 – Cartoon Kid: Shoes, Belt, Mouth
Using the base mesh as a constant source of reference in this video we model the upper body and hands. We look at how to develop the topology of a hand and then sculpt its shape. We then develop the shape of his arms and body and build layers of clothes on top, and finally we continue to develop the head by adding eyebrows, hair and eyes.
Video Part 04 – Cartoon Kid: Pose Setup
One of the best things about modeling a character is being able to see it in action so in this video we look at how to use a variety of modeling tools, custom tools, forms and props to setup a number of poses. First of all we create a selection “rig” so we are able to select parts of the model quickly and consistently. We then use the toolpipe to customise tools that will help us to pose the character accurately. Finally with all this in place we then setup a pose of him running and a pose of him riding a skateboard. Other prop objects are also provided so you can setup a number of different poses if you wish.
Video Part 05 – Cartoon Kid: Texturing
In the final video in this album we look at texturing our character so we can produce some finished artwork. We start by setting up the lighting utilizing Physically-Based Daylight and then we look at texturing each part of the model in detail. In the process we UV most of the character and use a combination of provided tillable image maps and images created using the painting and sculpting tools. With the texturing complete we then create some finished renders of our character in the poses we created and look at how we can utilise some of modo’s animation features to make the images more dynamic.
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