3D Modeling RPG Characters (with Blender)

by daliaantebi in Craft > Digital Graphics

573 Views, 5 Favorites, 0 Comments

3D Modeling RPG Characters (with Blender)

Screenshot 2021-04-26 152716.png

For this tutorial, you just need blender, and a computer that can handle it. Since we are using a lighter render engine, your computer doesn't need to be very beefy.

Making the Head

Screenshot 2021-04-26 104435.png
Screenshot 2021-04-26 104712.png

Start with a UV Sphere in the sculpting tab and pull down to sculpt a head shape. I like to use the grab tool for this.

Then I shape the jaw from the side and tidy up on the front.

Adding Ears

Capture.PNG
Mirror.PNG
ears.PNG

To add ears, I place one sphere on the side of head, scale it down, and then apply a mirror modifier to reflect it across the head. Mirror it across the X Axis, and for "mirror object" chose the head.

Then I use sculpting tools to make a rough ear shape. You can make these as simple or detailed as you want, but I tend to keep it simple, because they usually get covered by hair.

Sculpting the Face

Screenshot 2021-04-26 110918.png
syunf.PNG
Screenshot 2021-04-26 111436.png
Screenshot 2021-04-26 111835.png

Subdivide the head a couple times to have more detail to work with in the face by going back to the layout viewport, hitting tab to go into edit mode, and then right clicking the head and clicking subdivide.

Then go back into the sculpting tab and carve out eye sockets. I like to use the clay and draw tool for this. If you hold CTRL while using any tool, it carves inward instead of inflating. Then bring out the nose using mostly just the draw tool. Use the crease tool to crease in the lips, and add facial details and wrinkles. I'm not paying too much attention to the mouth as I will have a beard covering it.

Adding the Eyes

Screenshot 2021-04-26 112750.png
Screenshot 2021-04-26 113642.png

Add in a new sphere, and place it in the eye socket. Adjust the eye socket as necessary to fit the eye, and then use the mirror modifier to duplicate the eyeball.

To make eyelids, I add a new sphere, mirror it, and sculpt it into the right shape. You could also skip this step and just sculpt eyelids using the head.

Adding Hair

Screenshot 2021-04-26 114526.png
Screenshot 2021-04-26 114754.png
Scrrreenshot.PNG
Screenshot 2021-04-26 121430.png
Screenshot 2021-04-26 121815.png
Screenshot 2021-04-26 125745.png
Screenshot 2021-04-26 131642.png

Add a new sphere and place it over the head to represent a hairline.

Off to the side, add circle under the curve tab, and add a path. In Object Data Properties, open geometry and under that bevel. Using the eyedropper tool select the circle you made earlier. Now shape the circle into this guitar pick shape. Use ALT S on both ends of the curve on the end to scale it into a tip. Then you can duplicate it and place it on the head to make hair.

Eyebrows can be done using this same method.

I added color here to make it easier to see what I'm doing. This can be done by clicking into the materials tab, clicking "new material" and then changing the base color to what you need. Don't worry about the other settings for now. In order to see color, you must change your render view from solid to material preview.

Right clicking an object and selecting "Shade Smooth" will remove some object lines.

NOTE: If you want the hair to be fully symmetrical, you can use the mirror modifier.

Adding Color

Screenshot 2021-04-26 133216.png
Capture.PNG
Screenshot 2021-04-26 134239.png

To add color in the face, create a new material, and select the color you want in base color. Then, go to subsurface reflection and set it to around 4. Set subdivision color to the undertone color you want for the skin (I did a reddish tan). Apply this to the face, ears, and eyelids.

For the eyes, tab into edit mode and select the pupil, and assign a black color by going into the materials tab with your object selected, clicking on the plus sign on the right, and making a new material, setting the base color to black, then clicking "Assign". Do this for the rest of the eye parts you want colored. Lower the roughness on all materials to add a bit of shine.

To add a little bit of life to the eyes, add a circle mesh, tab into edit mode and press "F" to fill it. Scale it down and rotate it, and place it on the eye.

Note: Blender automatically puts a scene and lighting in material preview, so if you want your own lights or are seeing reflections you don't want in the eyes, change it to "scene lights" and "scene world". Scene color can also be changed under the world icon.

Finishing Touches (and a Neck Because I Forgot It Earlier)

Screenshot 2021-04-26 135408.png
Screenshot 2021-04-26 144107.png
Screenshot 2021-04-26 151811.png

Oops. Forgot a neck. Add a sphere and sculpt it into a neck shape, and assign it your skin material. Add shoulders too.

This step is where you should add skin details, change hair, add lights, and even a background if you want.

I'm not going to be adding a body today, but if you would like to you can follow the same principle of adding spheres and sculpting them. (although I might make an instructable for it another time)

I added some armour for the final image, which can be done by sculpting planes to fit, then extruding them and adding a texture.

And Done!

Now you can 3D print it to use as a playing piece, use for concept art, or just look at it.