Turning Your 2D Character into 3D • EP01

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today we're going to turn your 2D original characters into 3D so I asked you guys to submit drawings of your OC with a description and you guys absolutely killed it with the submissions there are a lot of you so yeah thank you that's free content baby so today's art was submitted to me on Instagram by the artist called Praise art honestly his works are just insane they're like top-notch qualities so please check him out so in this video I'm going to be doing two Styles because in my submission guidelines I mentioned that if you have a distinct unmistakable style I will attempt to recreate a close-up portrait of your work in your style in 3D why do I do this to myself okay so this is the character's description I've broken these down into little tags so from these we have purple ambient fog Sunset vegetation no signs of life no lights turned on in buildings besides his own run down buildings cars well that doesn't mean that I have to use every single one of them I'm just asking myself all these questions to help me roughly build the world that the characters in plus Breeze already submitted a really solid illustration of the environment so that will really help so I did a bit of a draw over to help me better identify the different parts in the illustration and here is a diagram that I ended up with anyway when I saw the submission and I saw the character description I immediately thought of the last of us too Ellie and Dina was on a horse running through the vegetation there are a lot of overgrown vegetation cars that are in the overgrown vegetation the street elements the street objects all covered in vegetable so clearly this was once a street that is now covered in Vegemite in terms of look development I brought this iconic shot from the movie Blade Runner 2049 into Photoshop and I just did a simple color correction and changed the Hue these are some other references that I've gathered alright so let's start with the cube and subdivide it to four and we're gonna go into sculpt mode and turn on the Symmetry and begin sculpting so the goal here is to block out the primary shapes and it's really helpful to keep the ball count low as it's much easier to change the form of the mesh so I'm gonna remesh if necessary but I'm going to keep the poly count fairly low by the way I have Joe's head here as a reference Joe mama I'm just gonna sculpt the collar area here since we're gonna throw a jacket over this basically I start everything else with a sphere and just roughly try to capture the shape of what I'm trying to create and always check the sculpt in multiple angles since it's 3D join these two blobs and remesh alright so let's add some foals and some jacket details keep in mind I'm still keeping things really loose here oh and I'm using the draw shop tool to create these folds okay so I'm gonna create another Cube for the backpack and I'm using subdiv and shift e to create creases for these sharp edges cylinder for the oxygen tank and once again a sphere for the pants and of course we get to turn on Symmetry and then regret later highlight okay I'm going to use the grab brush and pull up the collar drawstrup tool and add the crease and now with the mask brush I'm going to mask over a portion of the face to create the mask mask to make the mask so I'm going to use a sphere and block out the hair proxy it's going to look better at first it may even look like a supreme leader but just trust the process and with time and a lot of grab brush tool it'll be good enough now the hand my biggest enemy but anyway we're gonna use a cube add some Edge Loop drag around the points same thing subdivide shift e fingers we're going to use a cube extrude extrude extrude add crease that's good enough to begin sculpting okay so although we're still blocking out I'm just gonna sculpt in the details because we're going to be duplicating the fingers so I'm gonna do just that I'm gonna resize and reposition the hand same thing for the thumb reposition resize and now I'm gonna touch up the Palm so now I'm gonna unify the hand and the thumb using the Boolean tool I'm not going to do it for the fingers though because I still want to move them around so in sculpt mode I'm going to use the post brush to move the fingers around to better match the illustration now the same thing with the arm and I'm going to use the grab brush to fix any unwanted deformation so now we're gonna proceed with refining everything the sculpt we're going to model details such as the glasses the the pipe that goes along down the mask the backpack straps Etc so I want a clean cut on the legs so I'm using a cube to Boolean away the parts that I don't need I'm just going to add the bolts on the pens real quick so normally for objects like bags I would model them out but I figured that we're going to be using cell Shader so I don't think it would matter that much okay so let's put in this image of the M1 Garand and you got the right proportions I'm going to use a plane and just follow the silhouette of the gun extrude extrude extrude extrude solidify and boom we got a rifle so I'm gonna apply the same principle for the accessories and the rest of the gun foreign so I made a really simple rig to turn the head I used a cylinder to make a proxy of the pipe which will serve as a guide later on I'm going to duplicate the hand flip it and now we got a right hand nice same thing again post brush grab brush as you can see I have a reference of my own hand holding my wallet now for the hair we're going to use a path curve and a circle curve to taper the shape of the curve scale the tip down and now we got ourselves a strand of hair now just tweak the curves duplicate duplicate duplicate and then flip it and then pop it pull it twist it done you got a full set of hair so I lost the footage of how I made the pipe because my recording software decided to be a little bit but anyway let me show you how it's done so let's take a path let's rotate this 90 degrees create a cylinder bring it way down apply the scale first things first I'm gonna make a fun little pattern for you guys to see let's just select the side edges bevel it then I don't know just just be creative with your pattern here go to face mode extrude along normals next I'm going to create create an array modifier make sure it's going down let's increase this array count then I'm going to use a curve modifier and apply it to my curve there you go now all you got to do is just increase the array play around with your curve and boom you got a true row alright so this is actually my first time doing cell shading I'm just following this tutorial on YouTube link in the description I'm just color picking the colors that are already on the illustration I'm just going to repeat the same process over and over again on the entire model and then I'm gonna cover it with a grease pencil to replicate the hatching and that's it don't go anywhere stay tuned for the final results all right so let's move on to the next piece here are some of the sketches I made so the process is very similar to the first piece I am first going to block out the primary shapes as for the character design since I'm going for the chibi or children's illustration type Style I want to make sure that the face of the character resembles the shape of a bean and as for the proportions of the body you can think of it as like a little child and if they raise their hands you'll notice that their hands don't make past their heads so that's normally how I gauge the proportions for the style I'm going for anyway if you're enjoying the content so far do consider dropping a like if you want to watch more video like this in the future maybe subscribe any thoughts you want to let me know leave it in the comment section down below alright cool let's make another churro too big skill it down okay shut up you spoiled brat I am kidding I'm kidding as for the car I subdivided it and I remeshed it and I did a rough sculpt off where I want the windows the doors basically the accessories of the car to be before I modeled over it as for the wheels I'm just going to use a cylinder insert extrude a thousand more times and we're done now just beat up your car with a sculpt tool maybe flatten your tires and then there you go you have yourself a post-apocalyptic abandoned wrecked car alright so let's do some hair so now that we have our hair proxy that is really going to help us a lot when it comes to identifying which areas we want to select and where we select will basically be where the hair will grow now I'm going to assign a hair particle system onto the base model and also we need a hair Shader applied to the base model now I'm going to tweak some settings you can pause the video if it's too fast oh and make sure you apply scale before you fiddle with any settings so now I'm going to turn the hair emission down to zero and I'm gonna apply the hair strands one at a time so these hair strands will basically direct the flow of the hair and then later on when we turn the hair children on it will spread out really nicely and within the faces that we selected earlier too I'm gonna turn on the mirror and topology mirror before I apply these hair strands and whoops I'm going to turn up the viewport display as well so how far you place your hair strands apart from each other will determine the size of the hair clumps so for now I'm using the simple mode on her children to get a more precise representation of the hair clumps and when I'm done with placing the hair strands I will change it to the interpolated mode to get a more even spread I normally set my diameter route to 0.1 and my diameter scale to 0.03 and this is where applying skill actually matters because if you don't then the values will be way off go to Eevee and under curves you want to change the curve shape to strip that way you can preview the size eyes of the hair strands in viewport shading I'm going to turn up the hair Clump to one to get the hair tips to meet shape basically changes the curve of the hair Clump I'm going to leave it at 1.5 so roughness basically freezes up the hair and the threshold limits the number of hair affected here is a quick look at the hair Shader pause the video if you need to it's meant to be rendered in Cycles only alright we're almost there guys we're almost there just hang in there a little bit longer okay so quite some time ago I was into photogrammetry and in the past I've collated quite a bit of assets that I could just now drag and drop into my scene so these assets have been sitting in the shell for quite some time now and I finally got to use them so yay that plus some amazing assets from polyhaven and botanic we can now decorate the scene [Music] foreign [Music] so all there's left to do is to color grade I normally color grade my Works in Photoshop but for this case I decided to do a short Loop so I had to use DaVinci Resolve lastly I was like hey let's waste more time so I decided to compose my own blade runner-esque background music and that's it and this is how it turned out foreign [Applause] [Music] [Applause] [Music] [Applause] [Music] [Applause] [Music] [Applause] [Music] [Applause] foreign [Music]
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Channel: tinynocky
Views: 839,136
Rating: undefined out of 5
Keywords: blender, 2d to 3d, tinynocky, blender 3d
Id: zmscysoeE4w
Channel Id: undefined
Length: 12min 7sec (727 seconds)
Published: Mon Dec 12 2022
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