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Category: Making

Category: Making

So as some of you know,  I just finished my fall semester, and one of the classes I took was a CG Character Production class, where we had to create a humaniod creature from scratch. I decided to show the process of how I went about creating mine!

Step 1: The Design

To begin, we had create drawings of the creature concept in three views, from the front, side and back:

as an added bonus, I drew some concept ideas of what I wanted:

Step 2: Clay Model

The next step was to create a clay model of our character. This is where I fell flat the most. I’m more of a pen and paper artist, and usually cannot afford the materials for stuff like paint or clay, so this was, in essence, one of my first serious ever clay models, needless to say it didn’t turn out well:

Moral of the story: when making clay sculptures, don’t be an idiot and use support.

Step 3: The CG Model

For the next step we were to create the 3d model for the character. I started with the head:


While most of the other class was using Maya, I decided to work in Blender, mainly because it is the program I know best. While most of the group were making their models using reference pictures and blocking them out, I went a different route. I used the 3D sculpting tool and my tablet to design my model. The ironic thing is, that was more like working with clay. I guess the difference is you can’t ctrl+z clay. So I created my 3d model:

Step 4: Textures

Next was the texturing, which I will admit, I am not the best with color, but I decided to edit the coloring for the clothing a bit.

Step 5: Rigging

Rigging is when you attach a 3d model, like above to a rig, or a series of bones you use to make it move. This was a difficult process of making sure all the bones move in the correct directions, and can look a bit intimidating when the whole rig is finished:


The bones allows my model to be posed and move, so I could use it in animation, or games, if I chose to do so. Here are some rendered poses for my model:


As you can see, I had to change some things for my original character design, mainly due to time constraints and laziness. First I removed the “dreadlocks” of the model. originally I wanted them to move with the force of gravity, but some setbacks made me set that idea aside. I also scrapped the tech I was going to give “her” ( I guess it’s a she, it does look feminine for an alien creature) for the same reason.

All in all I’m happy with this model. This was my first seriously made CG model, and I learned a shit load while doing it. I can’t recommend learning this, if not for the experience and watching something you make from scratch come to life. It is a truly interesting adventure.

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So, this leg of my character design project has been taking up more of my time and frustration than I was expecting, all because of one mistake. This project is the main reason I haven’t finished my latest page of Kokoro No Kinu. This project had so much unnecessary clean-up because I made a small, but huge mistake.

That mistake you might ask? I used a mirror modifier on my model.

Now this is usually a very smart idea when creating a CG character, so you only have to make one side of it, then mirror so both sides match. I did this too, but with one major mistake. You see, when you mirror, you should only have ONE SIDE of the model.

I did not have that.

I basically mirrored both sides of my model. This meant that inside my sculpted model was another, nearly identical model. This screwed EVERYTHING up. Both layers were merged together, meaning I couldn’t just separate them and delete the duplicate.

I spent countless hours fixing the mistakes that made.

Being the idiot I was, I didn’t realize that Blender, the program I am using, has a remesh modifier, which basically made all my hours of constant fixing worthless.

Literally worthless.

Remesh basically does what it says, it remeshed the CG character I had been designing, lowering the polygon count and merged the whole thing, so I had a nice, neat simple polygon mesh of my character.

The sculpting began again.

This was fairly easy, because I already had the design down, it was just recreating it, and I did. So here is my basic “Alien” model, My next steps are the dreads/hair/tendrils(?) and the clothing/tech. this should be fairly easy though.

The next page of Kokoro No Kinu should be out later this week.

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I hate clay. That is the major take away after 5 pounds of it and over 18 hours of work. At every turn something broke, snapped off or just decided it didn’t want to stay connected to the rest of the model. I spent the last 4 hours of this project, and about a pound of the clay to repairs. The legs would not stop breaking. After hours of frustration I glued and taped the damned legs together, and it seemed to work.

I got the clay statuette standing, resting on a Mountain Dew bottle by it’s nub arms because I didn’t have enough clay for the rest of them after repairs, glued it to a heavy sandwiched cardboard base, using some tacky glue that dries clear. This is the result of my hard work.

And now for the best part of this story.

I get this thing wrapped in some bubble wrap and placed in a box that it barely fits in, but it’s nice and secure, no problem, no problem for the hour+ that it’s in the box, nice and neat. I get ready for school, get my box of my hard work, and I step out my door.


Something in the box broke, and now my hard work is laying in pieces at the bottom of this box, bubble wrapped for it’s protection.

I haven’t looked at it yet. I’m guessing, both the legs and the tail has broken, again.

Now I am stuck carrying around a box of my failure until three o’ clock today, a large constant reminder of what I had worked so hard on, that broke as soon as I took a step outside.

This is why I hate clay.

there is one positive takeaway from this whole ordeal, I am more determined than ever to make the CG 3d model work, now more than ever. I guess my teacher will judge my progress and decide if I should attempt it. His input won’t change my resolve.

I will finish what I started, a box of broken dreams beside me or not.

I will fight on,


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So as you all know, or may not, I am creating a 3D model for an original character for my CG Character Production class. I showed some basic drawings when I started the character design, now I am back with some more designs to show you!

To be honest, it’s just three of the same design, just with varied looks. My last designs were of the “nude” alien, meaning it was the alien’s body without any sort of clothing or tech, now she is back, and in my opinion, looking better than ever!

As you can see, I gave “her” some tech, like a holographic glove thing, some oval weapon on the other arm, a shaw and… would you call that a split skirt? Not sure.

But this is how I want my finished 3D model to look, I like the design, but what are your thoughts? Would love to hear them!


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So, as some of you know, I’m currently in a CG Character Design class for my degree. Our main project for the semester is to create a 3d model and animation of a character from the design process to animation.

So I thought “Why not share the process while I am working on it?”

So I am!

The steps are basically The design phase, where I am currently in, the clay model, then CG model and last animation.

My design for this class is an alien of my own creation, currently I have only created the “nude” design of the alien. I am going to draw up a concept for “her” clothing and tech. Here are the concept sketches for my alien.


Since this is going to be a bit more advanced than the average of what my class is going to do, I have to prove to the teacher that I can actually pull this off, I have to create “her” head in CG to prove I can do the work. I started this during class, and here is the progress I have on the head model so far:


I’m using Blender for sculpting the character model… and let me say, I never knew how much fun it is to sculpt a CG model with a graphic tablet. I am loving the process.

I’ll be keeping you all updated as I work on this project!


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