3d Modeler

 To bake this texture do not bake from multires and the type will be emission
 Size to on margin to 10
 Select your texture and mesh and hit bake
 Last texture will be baked not to a file but to vertex color
 Use an ambient occlusion node for this map instead of the geometry node
 Connect to color ramp
 Flip color node
 Inside option
 Change Distance to 0.2
 Set color ramp to B-Spline

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 Then Bake
 Ready to start painting skin texture
 Go to texture paint 
 Make a new material Skin_COLOR
 Make it unique
 Change source to generated
 Take down the resolution if needed 2048
 Set the Blend value to 10 in texture paint mode under options

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 Turn on snap and change settings to help the process
 Make Transfer pivot point to median point
 if the new mesh is the same color as your head model change material
 if you are in shaded mode and you do not see a difference you may need to change your viewpoint display settings.
 Go to object properties down to viewpoint display options and check InFront
 Add mirror and turn on clipping. You may need to move your vertices in the center out so they snap and do not overlap
 If the mirror gets in you way as you add to your retypo you can shut it off by clicking the edit mode off
 This will show it as gone in the edit mode but when you tab out of edit mode you can see the whole thing with mirror
 Keep quads similar in size
 Eye bag
 Mouth bag
 Keep quads similar in size

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 After you make all your panels position them all around the body.
 Body can be copied from the turso blend file
 Search F2 addon and check it
 Move pieces of hoodie around the human model
 Collapse the simple bend modifier
 Join the pieces together so you can bridge edge loops and hit x and delete only faces.
 This will leave only edges to stitch the pieces together
 Once you are down to the hood and chest piece save the file and make a new copy so you can flatten the modifiers
 Go back to frame zero
 Go into edit mode and subdivide to add additional detail to smooth the hoodie
 This will make it nessacery to add in the additional edges for sewing
 You also need to selected the Vertexes that were made by the subdivision that lie along the edges meant for sewing. You can selected these by going to select -> select similar -> Amount of adjacent faces
 Then hit x and desolve them
 When animating change the cloth to cotton and adjust the max sewing forces to 5 or higher
 In collisions setting check the self collision check box
 Change the preset at the top of the cloth Physics to denim
 Change vertex mass to .3 to try and thicken up the hoodie sim
 Now changing max sewing force to 10
 Quality step from 12 to 10
 Add a solidify modifier
 Thickness 0.5 for example
 Shrinking Factor 0.05
 When it is stitching like you want you can go in after setting the timeline back to zero and slightly rotate the panels to introduce some a semitry
 Convert the simulation cloth to shape keys
 Go to the frame you like
 In the cloth modifier we have to options to apply as a shape key in the drop down of the cloth modifer
 Now in object data we now have a cloth shape key
 To lay out UV’s take the opportunity to go back to the shape key basic with the panels layed out before the simulation to layout uvs
 Select all and hit U then unwrap
 Now merge the vertices in the sewing areas
 Go to the basic shape key and select select -> select similar -> Amount of adjacent faces
 Then go to the cloth shape key which will keep your selection
 Now choose individual origins as the Transform pivot point
 Hit S then 0
 Hit the m key and merge by distance
 Go to vertex group and make new called seams
 Now some normals can be reversed so select all and hit shift+N
 Go to vertex group and with seams highlited hit select so all edges are selected
 And then bevel those edges with two segments
 Hit control minus to reduce selection 
 Then scale in
 The bevel again
 Alt + S to push it out
 Ctrl + to expand selection
 Alt + S to put it out again (5;17 on Finalize Clothing Model video)
 Re-enabel your two modifiers
 Hoodie in Stadic renckles
1. Adding hoodie detail

 Add multires modifier
 Suggested to subdivide 3 times
 Use the crease brush by using add to bring it up and the a subtractive to puts it down and the smooth both sides
 Make some wrinkles coming of the seams. Be random and try to minize consistancy
 Cut secondary seam parallel along the seam. Use lazy brush to keep it straight
 Second do spaced out stitching patter by changing the stroke of the crease brush to 6%, Dash Ratio .4
 Feel free to adjust the neck area with sculpting tools like move
 And fake the thicknes of the hoodie opening by selecting the outer edge and moving it in then beveling the seam area and scaling in
 Finish the detail around the hoodie to look more realistic

8. Textures
 Place seams
 Select the neck and make a releaf cut on the back of the neck
 Select around the ear mark seam
 Hit Shift + Cltrl + M to select the other side and mark seam
 Or in the options check extend so you can select both sides and the mark seams
 Cut ear up more to flatten it out in uvs 
 Cut head down the middle with the mouth bag, eye bags and inter nostral seams
 Check with a uv texture
 Bake textures
 So to render the geometry texture you only need one sample
 And make the tiles under performance at 4096x
 Baking two utility textures
 You will need to check the Bake from Multires since you have mutires modifier with detail attached to the model
 Out put margin set to 10 pixels
 Choose bake type as displacement
 Under the modifer multires choose level viewport to the lowest zero and Render level to the highest level you have scultped to 6
 To see your bake on your model view shading go to the viewport shading drop down and click the texture button under color
 Save your texture save it as a BW 16 bit image
 Selected the texture node, shift D to duplicate
 Name it same name except B instead of A
 Baking two more utility textures based around the pore detail
 Duplicate the B texture node. 
 Hit the number next to the name to make it a unique texture
 Call it Skin_Utility_Pores


 Keep quads similar in size
 Eye bag
 Mouth bag
 
3. MultiRes
 Make key
  Reworking the notes…..





 
4. Detail through stamps
 Create a custom brush
 With the standard brush selected above the 3D viewport you will find a button next to the text SculptDraw. Clicking this you will find a dropdown that will hold multiple brushes as you make them.
 To make a new brush make sure the standard brush is selected go to the Tools tab in the properties panel. Just like with materials, add material select the add brush under the picture of the brush in the properties -> tools tab. 
 Name your new brush
 Scroll down to the texture expansion area in the tool tab and hit new
 Name it
 For mapping choose area plane
 For stroke use Anchored
 Go down to the Texture properties under properties 
 And under settings hit open and select all your stamp textures
 You can repeat this method and add all your stamp brushes under the standard brush.
 Select through the button at the top of the 3d view port next to the name of the current brush
 Modifying the stamp’s alpha texture
5. Model Eyes
6. Modeling glasses
7. Making the hoodie
 Drag image of clothing patter into the 3d view port from the file browser.
 In the Data tab under Properties take the image opacity down so it is somewhat see through and scale it to fit the character.
 Make a plane delete all but one point. Start extruding around the patterns to make the outline of the shape
 To make the points consistent around one patch do the following
 Make sure loop tools are turned on in the add-ons
 You can Alt left click on one vertex and hit space to select all vertices
 Right click -> Loop tools -> space 
 It works better if you do each side separately
 Extrude in the edges to fill in the pattern use loop tools -> space when needed
 Continue this all patches are made.
 More adjustment will be needed to match the points between each piece of clothing where it stitches together.

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Type your paragraph h--CGCookie Human Tutorials
5/29/2025


1. Planes of the Head I
 Blocking in key proportions
 Start in default blender scene with default cube
 Rename cube “Head sculpt”
 Ctrl + 5 this will add a subdivision modifier to the cube with five levels
 Apply subdivision surface
 Tab into edit mode
 F3 search for to sphere scroll left and right hit 1 on the numpad to make perfect sphere
 He scales it to a fit the square grid better. I am not going to do that
 Sculpted mode use annotate tool hot “T”
 Change reference to surface.
 Go to front view, draw vertical and horizontal straight line through the middle of the sphere. 
 Make a straight line by clicking and holding the annotation button and choosing Annotation line
 On the vertical from the middle to the edge split the line equally two more time with tick lines and the line closes to the outer edge make a line from top to bottom vertically that crosses through that tick mark
 Change to the box select tool and drag a box around the out side edge in to that line you drew closest to the outer edge
 Make sure you have symmetry on 
 Ctrl+I to invert
 Scale the sides flat
 Select pivot tool 
 Go to Sculpt -> Set Pivot -> unmask
 Then scale it flat and move it back in to the edge of the mask
 Hit 3 on the numpad
 Draw a box on the left bottom side from the edge middle left side to the middle bottom side
 Then draw a box directly below the first the same size
 Divide the lower box by two equal parts with ticks
 Then select the grab brush
 Drag to lower left side of the sphere to fill the upper box
 Then select the left lower quadrant of the mesh with the mask box
 Ctrl + I to invert
 Choose the grab brush again make it large and drag the whole unmasked area down to the first tick of the bottom square
 And more and more measuring and cutting and moving.
 Or you could just sculpt something cool by eye


2. Retopo
 Make a plane delete all but one vertex
 Turn on snap and change settings to help 

ere.

 Set source to generated
 add a geometry node
 and add pointiness to the viewer node
 connected to a viewer node
 if you have no viewer node enable node wrangler then shift +Ctrl left click the texture
 if you are using a higher version of Blender like 4.1 you won’t have a viewer node the texture will go straight into the Material output
 if you still need a viewer node add an emission shader and rename it viewer
 then go to render mode set your samples in you multires to six
 add a color ramp between the geometry node and the viewer
 set the ramp to ease and drag up the black and down the white

 This will stay an Emission bake type but instead of the Target to texture we will change it to Vertex Colors
 you need to add a vertex color under Data

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