Blender Tutorials


👾 Character Modelling — Session 1


🎯 Objective

Translate your character sketch into a 3D model in Blender using one of the modelling approaches introduced in class.

Focus on:

Follow the steps in order and save your work regularly.


First, Review Your Sketch

Look at your character drawing and its breakdown into geometric shapes.

Ask yourself:

Choose one of the following approaches:


đź’ˇ Pro Tips


đź’ľ File Saving

  1. Go to File → Save As.
  2. Name your file:

    YourName_Tuesday.blend

  3. Save the file to your assigned class folder.

🅰️ Path A: Geometric Modelling with Basic Shapes and Modifiers
Best for robots, abstract beings, and characters built from separate geometric shapes.

Step 1: Identify the Main Shapes

Review your sketch and decide which primitive will represent each body part.

For example:

  • Sphere = Head
  • Cube or sphere = Torso
  • Cylinders = Arms and Legs
  • Smaller spheres = Joints
  • Cubes or flattened spheres = Hands and Feet
  • Cones = Horns, Ears, Spikes, or other features

Begin with the torso because it will help you position the rest of the body.


Tutorial


Step 2: Build the Main Body

  1. Open Blender.
  2. Delete the default cube if you do not need it.
  3. Add your first primitive:

    Shift + A → Mesh → Choose a shape

  4. Move and scale the shape to create the torso.
  5. Add another primitive for the head.
  6. Add shapes for the arms and position them horizontally.
  7. Add shapes for the legs and leave space between them.
  8. Add hands, feet, or other major features.
  9. Check the character from the front and side views.

Step 3: Maintain the T-Pose

As you build, check that:

  • Both arms form a straight horizontal line
  • The arms do not touch the torso
  • The hands point away from the body
  • The legs are separated
  • The feet point forward
  • The head is centred above the torso
  • The left and right sides are balanced
  • No body parts overlap

Do not bend the elbows, knees, or torso during this session.


Step 4: Use These Tools

Tool Shortcut Use
Add Object Shift + A Add cubes, spheres, cylinders, and other primitives
Select Object Left Click Select the object you want to edit
Move G Change an object’s position
Rotate R Change an object’s orientation
Scale S Change an object’s size or proportions
Duplicate Shift + D Create a copy of an object
Delete X Remove an object
Join Objects Ctrl + J Combine selected meshes into one object
Shade Smooth Right-click → Shade Smooth Soften the appearance of a surface
Toggle Snapping Shift + Tab Help align objects

Step 5: Use Modifiers

Modifier How to Access Use
Mirror Modifiers Tab Create a symmetrical copy of one side
Subdivision Surface Modifiers Tab Smooth and round a shape
Array Modifiers Tab Repeat an object
Boolean Modifiers Tab Combine, intersect, or subtract shapes
Solidify Modifiers Tab Give thickness to a flat object
Wireframe Modifiers Tab Turn a surface into a wire-like structure

The Mirror Modifier is especially helpful for maintaining a symmetrical T-pose.


🅱️ Path B: Organic Modelling with the Skin Modifier
Best for humanoid, animal-like, or organic characters with connected limbs and curved forms.

Step 1: Plan the Character Structure

Use your sketch to identify the central structure of the character: Head, Neck, Torso, Shoulders, Arms, Hands, Hips, Legs, and Feet.

Begin with the centre of the body, then extend outward toward the arms and legs.

Add-On needed

  1. Download this ZIP file
  2. On Blender, go to Edit → Preferences
  3. Go to the Add-ons Tab
  4. Click on the top-right down arrow, select Install from Disk
  5. Select the ZIP file and click Install from Disk
  6. In the search bar, look for Extra Mesh Objects and make sure it is enabled.
  7. Follow the tutorial bellow.

If you have problems installing this add-on, please call the instructor.

Preferences: Add-ons


Tutorial


Step 2: Build the Character in a T-Pose

  1. Begin with a single vertex.
  2. Extrude upward to create the torso, neck, and head.
  3. Extrude sideways from the shoulders to create one arm.
  4. Keep the arm horizontal.
  5. Use the Mirror Modifier to create the arm on the opposite side.
  6. Extrude downward from the hips to create the legs.
  7. Keep visible space between the legs.
  8. Check the model from the front and side views.
  9. Adjust the thickness of each body section.
  10. Add the Skin and Subdivision Surface modifiers.

The character must remain upright and facing forward.


Tools You Will Use

Tool Purpose
Single Vertex Creates the starting point for the character structure
Extrude — E Extends connected vertices to create the torso and limbs
Move — G Positions vertices and adjusts proportions
Skin Modifier Builds a three-dimensional surface around the connected vertices
Skin Resize — Ctrl + A in Edit Mode Adjusts the thickness of selected parts
Mirror Modifier Creates a symmetrical opposite side
Subdivision Surface Smooths the character’s form
Shade Smooth Softens the appearance of the surface

T-Pose Checklist for Path B

Before continuing, make sure:

  • The centre line of the body is straight
  • The shoulders are level
  • Both arms are horizontal
  • Both arms are approximately the same length
  • The legs extend downward with space between them
  • The head is centred
  • The body is symmetrical
  • The character faces forward
  • The elbows and knees are not bent

📝 Reflection

Consider the following questions:


What is next?

If you finish, continue with 🌆 Environment Modelling: Building your environment using custom-made objects