The second chapter of Introducing Character Animation with Blender makes no apologies about jumping right in to character modeling. Similar to chapter 1, this chapter covers a multitude details with a minimum of fluff…
Introduction
A brief introduction at the beginning of the chapter prepares the reader by offering instruction on: polygon components (vertices, edges, faces); subdivision surfacing and quads vs triangles; and the modifier system including material on the importance of stack order. A great example is provided contrasting a subsurf->mirror order versus a mirror->subsurf order. If this material is new to you, hang out at the beginning of chapter 2 and play around for a while, you won’t regret it when more advanced material is covered.
Extrusion Modeling
Extrusion modeling with human face reference is the next order of business in Chapter 2. The reader can follow along with the book by grabbing the reference images off of the included DVD. Author Tony Mullen takes the reader quickly but comprehensively through the extrusion modeling technique using a female model. There is even material on the importance of proper edge loop construction for animation deformation considerations.
It’s important to note that this is a book which focuses on character animation. Although many modeling details and instructions are given, and the reader is guided through the construction of an entire character, little time is spent on hand holding. Users with very little 3D or modeling experience might experience some frustration if they are in a hurry.
The best advice I can give for making it through this lengthy and detailed chapter is to relax, take your time, and even draw on some additional material. I have included some video tutorial links at the bottom of this post which will help the user who is determined to master the modeling aspect before rushing off to rig and animate. Alternately, if modeling is not your goal and you prefer to get on with rigging and animating, the proper .blend files are on the DVD for your convenience.
Captain Blender
Where Extrusion modeling provided the reader with instruction on a significant modeling technique, the next section begins the modeling project that will actually be used throughout the course of the book. Here the author uses box modeling techniques to model a character, Captain Blender, from head to toe. This will take you some time if you intend on following the tutorial from start to finish, but the payoff will be worth it. You’ll have an opportunity to practice and master the use of some essential modeling tools.
I was impressed by the amount of information given in this section, but once again, there is no fluff. The reader will need to experiment and fiddle with the commands introduced here to master them. Don’t be in a hurry, and don’t expect perfection. If you get stuck, put it away for a while and come back to it later. However if you are familiar with Blender’s modeling tools, you’ll have no problems with the materials presented here.
You may stumble into a typo on page 60, during the glove modeling. When you are asked to loop select the wrist, use ALT+RMB instead of the given ALT+E. This may have been a legacy shortcut for loop select that was changed at the final release. Authors and instructors often need to work with beta software to coincide with software releases, otherwise they end up releasing a text or presentation that’s a version behind. If you pay attention to the instruction given, this minor print error shouldn’t trip you up.
EDIT: The Blender release at the time of publishing this book was 2.42. I’m using 2.44 so likely the above isn’t a typo but a feature that changed, so this won’t be the only apparent discrepancy between the book and my experience with the material, and I’ll point out where I encounter differences for the sake of the readers. Fortunately the functionality differences between versions appear minor; but if you’re worried about it, you can always use the Blender version from the DVD.
Epilogue
Chapter 2 wraps up ever so appropriately by providing the reader with information on common problems and solutions encountered during mesh editing. This is a vital and welcome addition to any instruction on modeling, as some of the difficulties encountered by beginners can be discouraging. You may want to skim this section early on so that you can identify solutions during your modeling session. Knowing that problems do creep up, and that they’re easy to fix, will help you stay motivated as you stumble into the little shin scrapers that can arise in any modeler’s project.
LINKS:
Blender Basics Part 1 - This Blender Underground video tutorial (along with the other parts) will help you master the basics of the interface and many of the tools.
Spaghetti Moon - These video tutorials on character modeling are a great place to start as an introduction. You’ll begin to master certain modeling techniques and go from start to finish modeling Bob the Zombie.
Montage Studios - These professional level instructions in high-poly facial and low-poly character modeling will guide you with advanced material and help you master advanced modeling techniques.
Resources Page - Feel free to poke around Blender Underground’s resources page for other video and text tutorials and documentation.
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