Turn 2D into 3D with Blender-Initial Steps

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Following on from the previous concept design videos, we now have a 2D design of one of the main characters. But how do we go from a flat 2D drawing to a rendered 3D model? The first step is to create front and side on reference images to model against. As luck would have it the face was designed that way from the start. So all we need now is the main body outline. For that you could draw it yourself, or save the time and hassle and grab the standard Loomis drawings. Then match the proportions of the character by scaling and adjusting the base outline to fit. Doing the same for the side profile, making sure that all main points line up with the front view. Putting it all together and we end up with two reference images that are the same pixel height with identical proportions. To set this up in Blender, we first add a plane, scale it down, then in edit mode, extrude the face up. Then back in object mode we set its Z height to 1.8 meters. This will act as a real world height reference for our images, as we want to model everything to the same scale. Back in edit mode, subdivide the height once and then snap the 3D cursor to that selection. At this point we can add an Image as Planes, which will be automatically centered on our reference box. As this is the front image reference, rotate it -90 degrees so that it lines up along the X axis. At which point we then add the side image. Next comes the part which really makes it all work. On the Viewport Shading options, change Color to Texture. This allows the reference images to display while working in normal mesh editing mode. Then it’s just a matter of selecting both image planes, turning on X-Ray view and in the front view, scaling up till the height matches the reference box. At which point just move the images back, delete the reference box and position the side image to better match the center of gravity. Adjusting the visibility settings by turning off Selectable and Renders makes sure that you can’t accidentally move them while modelling. This means you can now add and edit objects while using the X-Ray viewport mode to see the reference images behind in order to line things up. While turning X-Ray off gives a solid 3D view to judge how the model looks overall, while still seeing the reference images in the background. With reference images in place, we now have three options for modelling the character. You can start from scratch with a cube and slowly adjust, add and extrude polygons till it’s done. But unless you are creating something very unique each time, then this is a very time consuming and inefficient process. Option two is to start with something like a sphere and then sculpt away till every detail is defined. This can be a valid option, especially if creating a character with lots of fine detail that can be sculpted and then baked to normal maps on lower polygon models. However, unless the character is unique, its likely not a very efficient option to create much the same model again and again. The third option is to start with a base mesh and adjust as needed. You can either download one that best matches your character design from various sources at a low cost or even for free. In fact even Blender offers a base mesh as part of a future Asset bundle for free download. Or, you can do what I did, which was build my own. The reason for this was both as a learning exercise and so I would know exactly how the model was put together and that it would be suitable for animation. Now I could make a whole series of videos about this, but why reinvent the wheel. Instead just follow along the excellent videos that I used by Dikko. However, I do have a couple of tips, especially if you are not that good at sculpting and really just want a generic base face. Instead, you can download a 3D scan of a face (link in the description below) and use that as a basis for your polygon model. Unfortunately it does have a couple of problems. First there are a lot of eyelashes. So in edit mode, box select as many of the ends of each eyelash without also selecting any of the face and then Select Linked to select the whole of the eyelash and delete. The other problem is that the scan doesn’t exactly line up along the Y and Z axis. Given that the face isn’t perfectly symmetrical, we just focus on the left side and rotate it around in the front and top orthographic views till it’s aligned. At this stage we can now focus on creating the base mesh and making sure that the overall topology and edge loops are correct. While the general shape and form will just follow the 3D scan. To start just add a plane and in edit mode, divide it in half and then scale and move it to the corner of the eye. At this point we turn on Face Snapping and start to position each vertex in a good starting location. Now it’s mostly just a constant switch between edge select to extrude out a new polygon and vertex select to snap the position on the face. Working around the eye, we basically follow the topology guide to create the first edge loop. Overall it’s just working your way through Dikko’s video till one has a basic polygon face. While it may lack detail, it can act as a good low-poly starting point which has all of the important edge loops required for animation. At the same time, it is also easier to add additional polygons for greater detail along those same edge flows without messing up the overall structure. You know what else isn’t easy to model… Feet. Again Dikko has a video that covers feet, but wouldn’t it be nice to have a template to build upon? As luck would have it you can also download some feet scans (link in the description below). While not ideal, given that all the toes are somewhat mushed together, it does still provide a good overall shape to model the feet, using the same technique we used for the face. Putting it all together, we end up with a fairly generic base mesh that can be scaled and adjusted to fit our character design. However, that will have to wait till the next video. If you liked this look behind the scenes and want to see more or have specific questions or requests then please click like and subscribe or leave a comment below. If not that’s perfectly fine and I hope to see you for the next one. Cheers.
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Channel: Anthony Gibbs
Views: 8,231
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Length: 7min 36sec (456 seconds)
Published: Fri Mar 31 2023
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