1. Concept & Reference
Gather reference images and sketch the character from multiple angles. Use tools like Clip Studio Paint or Procreate to create a clean turnaround.
2. Blocking
Start with simple geometry to define the silhouette. In Blender, use the Box and Mirror modifiers to quickly lock down proportions.
bpy.ops.mesh.primitive_cube_add(size=2) bpy.ops.object.modifier_add(type='MIRROR')
3. High‑Poly Sculpt
Switch to sculpt mode, add details with Dynotopo, and use brushes like Clay, Crease, and Pinch. Maintain a resolution of 4‑8k for facial features.
4. Retopology
Create a clean low‑poly mesh. Use the Poly Build tool in Blender or ZRemesher in ZBrush for automated base topology, then manually tweak edge loops around the eyes, mouth, and joints.
bpy.ops.mesh.remesh() bpy.ops.object.modifier_add(type='DECIMATE')
5. UV Mapping
Unwrap the model using the Smart UV Project, then manually adjust seams for minimal distortion. Pack islands tightly to maximize texture space.
6. Texturing
Paint the base color, roughness, metallic, and normal maps in Substance Painter. Use smart materials for skin and clothing, and export in 4k PNGs.
Export Settings: - Base Color: PNG - Roughness: PNG - Normal: PNG
7. Rigging & Skinning
Build a skeletal rig with bones for spine, limbs, and facial controls. Use automatic weighting, then paint custom weights for precise deformations.
8. Rendering & Post‑Process
Set up a three‑point lighting rig, enable Subsurface Scattering for skin, and render with Cycles (or Octane). Finish with color grading in Photoshop or DaVinci Resolve.
Render Settings: - Engine: Cycles - Samples: 1024 - Denoising: ON
9. Conclusion
This workflow balances speed and quality, allowing you to iterate quickly while maintaining a high level of detail. Adjust each stage based on your project's needs, and keep experimenting with new tools and techniques.