In this training video from The Foundry‘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. Users of later versions of MODO will find the tutorial useful, but will have to adapt some instructions to new techniques found in more recent versions of MODO.
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 Foundry Community 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.
In this first segment, 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.
Using the base mesh as a constant source of reference, we model the upper body and hands in this segment. 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.
In this segment we finish modelling the character by building the shoes and laces. We then create his trousers developing the folds of material around his ankles using a variety of polygon modelling tools as well as the sculpting tools. We then model his belt and finally finish off the model by building his gums, teeth, throat and tongue.
One of the best things about modeling a character is being able to see it in action, so in this segment 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 set up a pose of him running and a pose of him riding a skateboard. Other prop objects are also provided so you can set up a number of different poses if you wish.
In the final segment in this video tutorial, 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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