Alas, I have wrapped up the final section of The Complete Blender Creator (Udemy) Course! It’s been almost a month since my previous blog post and at that time, my 3D human head model of Chagum was still far from completion. And when one of my online buddies, Casiodorus, had pointed out how my model reminded him of these creepy aliens from Galaxy Quest, I knew I had to give my model some hair! And so I did.
To be honest, modelling the hair took an immense amount of time. In fact, it took me about the same amount of time doing the hair as I did modelling the rest of the head! Each individual lock of hair was modelled using Bézier curves following CGCookie’s YT tutorial. Once I was satisfied with the look, I converted each curve into a mesh and joined them together in order to apply a basic toon-shaded black material for the hair. As far as the rest of the model goes, I tried out different material node setups – some of which were shown/taught in the course. Here is an example of a node setup for the skin along with a screenshot of what the model looks like in the software’s 3D viewport:
Keeping in mind that I wanted somewhat of a toon-shaded look rather than a realistic one, I experimented a bit with the lighting. Here, an industry standard three-point lighting was used and it wasn’t long before I felt confident in rendering a proper image of the model:
Last but not least, I decided to construct a basic face rig. To do this, I followed Cherylynn Lima’s Basic Face Rig and Eye Track YT tutorial. As you can see, I had a bit of fun giving a quick, smarmy look of perplexity on Chagum’s face:
Overall, I am quite proud of how my model turned out. Perhaps I should have made his hair a bit longer, layered, and thicker, but apart from that, I think he bears a resemblance to his two-dimensional self:
So now that I have completed the course, “What is next for Taklon?“, you might ask? Actually, I haven’t really decided! I will say that a new version of Blender (Blender 2.8) was released recently and the instructors in this course are adding new content as it pertains to this new version – and for very good reasons; I have heard a lot of amazing things about Blender 2.8, particularly with its physically based realtime renderer, EEVEE. However, the software interface, viewports/editors, and features have undergone quite an overhaul so that means having to learn and re-learn them. Still, when it comes to 3D modelling, I think it’s safe to say that I’ll likely be sticking to Blender and even making the transition to 2.8… relatively soon. Stay tuned for the next blog post! 🙂