![](http://meldin.pk/wp-content/uploads/2024/02/ORAGAMI-Element-1.png)
![](http://meldin.pk/wp-content/uploads/2024/02/ORAGAMI-Element-2.png)
![](http://meldin.pk/wp-content/uploads/2024/02/Art-1.png)
Character creation
The fusion of Blender and Zbrush in our model creation process — From the initial blockout phase igniting creativity to sculpting intricate details, witness our journey of crafting lifelike characters. Experience the artistry of shaping emotions and animating our creations, resulting in a seamless and captivating final outcome.
Date : 09 Mar 2024
Blockout phase
At this point I started mapping out the general forms of the character. And modeled them in blender with basic shapes and modifiers to get the feel of the character.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-2.png)
I marked the face of the characters where the mouth would be placed, so that I can easily sculpt it over in Zbrush.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-3.png)
Sculpting
After blocking out I took the mesh into zbrush and started sculpting the model after joining everything.
I sculpted until I was satisfied that my sculpt and proportions resembles the reference.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-4.png)
Retopology
spent some time Zremeshing the character to get the desired look. But eventually decided to retopo the character based on the sculpt. So I took the sculpted mesh back into the Blender and started retopology.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-5.png)
Shape keys
For shape keys, I took the retopologized model back to Zbrush and started sculpting faces for each emotion until the desired result was achieved. Then I took each sculpted model to blender and created a shape key for that emotion.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-6.png)
Rigging
After getting all the shape keys I started with the basic rig for the character. I tweaked weights, bones to get the desired result.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-7.png)
Presentation
After rigging everything seemed to be perfect. So I stared with basic 3 point lightings and camera to start capturing the best of the character.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-8.png)
Animations
After l was satisfied with lightings and camera, I started animating the character, which was pretty easy. I had to tweak some weights around to get the best result.
I created simple walk and idle animations in loop for the character.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-9.png)
At this point Everything was ready but I had forgotten that I had placed materials for the character and I needed to optimize them. So I went into adobe illustrator and created a simple palette. So that I could only use one material for character.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-10.png)
Model Testing
After the I was satisfied I took the character into unity to test out the blendshapes and animations which worked perfectly fine. I also exported a .glb file so it could be viewed easily.
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-11.png)
![](http://meldin.pk/wp-content/uploads/2024/02/Picture-12.png)
Time
Time total spent on this character was 2 and a half days. I started on Monday. I couldn’t work before as I was busy with my friend’s wedding.
Result
![](http://meldin.pk/wp-content/uploads/2024/02/idle-1024x1024.gif)
![](http://meldin.pk/wp-content/uploads/2024/02/turntable-1024x1024.gif)
![](http://meldin.pk/wp-content/uploads/2024/02/walk-1024x1024.gif)