Blender is a popular 3D computer graphics software used by hobbyists and professionals alike. It’s a free open-source, feature-rich program that boasts a multitude of applications (e.g. 3D modeling, animation, VFX, among others). Although it’s only one of its many applications, the number of tools available for 3D modeling alone makes it one of Blender’s best features.
3D modeling in Blender can be overwhelming for beginners. With a little guidance, though, you can learn it easily. In this guide, we’ll show you how to create a character from 2D references to a workable model in Blender 3.0, touching up texture painting, rigging, posing, and rendering your character as well. But first, let’s discuss Blender’s user interface (UI) and the most useful 3D modeling tools and operations for character modeling.
The number of tools and operations available can be intimidating to people who are new to Blender. Becoming familiar with the Blender 3.0 UI will make creating your character less overwhelming. When you start Blender, you’re faced with the splash screen. You’ll see a number of options available under the featured artwork.
The options under “New File” are the different application templates available in Blender. An application template is a custom Blender configuration that best suits a workflow for one or more of its applications. Each template can be modified, so choosing the right one from the splash screen isn’t important.
That said, the “General” configuration is the best option for this tutorial, as it’s suitable for all the applications we’ll be taking a look at. If you click on anywhere other than the presented options on the splash screen, you will use the “General” configuration by default.
A key difference among the application templates is which tabs are visible in the workspaces part of the Topbar (shaded light gray in the image above). Workspaces are window UI layouts for Blender’s different applications.
The General configuration displays the Layout workspace, and this is where we’ll be doing our 3D modeling. It’s a non-specific workspace that contains four editors:
Each editor contains various regions. For example, many of them have distinctive headers that appear in the 3D Viewport just below the Topbar. Later on, we’ll do a deeper dive into the regions associated with the 3D viewport.
Workspaces are good for an intuitive workflow based on the task you want to focus on. Although we’ll be working mostly in the Layout workspace for our 3D modeling, rigging, and posing, we’ll also be working in other workspaces:
Every workspace that has a 3D Viewport editor will have the same regions, but the contents of the regions change based on what type of object is selected and which mode you’re in (more on this later). Knowing these regions is essential to working with objects in Blender, especially if you’re not familiar with the keyboard shortcuts.
Let’s take a quick look at four important regions of the 3D viewport:
To get your character exactly how you want it, you’ll need to learn how to navigate the 3D Viewport. Familiarizing yourself with the 3D Viewport editor is essential to learning how to use Blender efficiently.
These are the common ways you can move around your viewport:
Orthographic views let you edit your character with finer control. The three commonly used orthographic views are front (‘1’ on the number pad), right (‘3’ on the number pad), and top (‘7’ on the number pad).
The Quad View shows a user perspective view in which you can move around alongside the front, right, and top orthographic views, letting you edit your character precisely. To toggle the Quad View, press “Ctrl + Alt + Q” or follow these steps:
The user perspective view lets you look around the viewport while you’re modeling. This is helpful for situations in which you need to edit different parts of your character at an angle. You can use your left, middle, and right mouse buttons (LMB, MMB, and RMB) combined with a key to change the user perspective view.
Although we briefly discussed the Outliner editor in the workspaces section, it’s important that we look at it in greater detail. You can toggle the ability to see or render every object of the Blender scene in the Outliner. At the top of the editor, there’s a “Filter” menu on the right side of the search bar. Click to expand this menu, and you’ll see a group of options called “Restriction Toggles”.
If you click on the “Selectable” button (the cursor icon) under Restriction Toggles, you can also restrict which objects can be selected. This is helpful when you know you don’t want any changes made to an object, but you still want to see it in the viewport.
Collections are another element of this editor, and they make it easier to logically organize the components of a scene. You can also toggle the ability to see, render, or select all the objects in a collection by clicking on the buttons on the right side of the collection name.
We recommend that you use descriptive names for your collections as well as the objects you add. To rename items, you can simply hover over the item in the Outliner, double-click, then type the new name. Press the Enter key once you’re all done.
Each one of the editors represents an area of the Blender window. At certain points, you might find that you need more areas than the four editors on the screen. Having multiple areas is especially useful when you need to see one editor alongside another editor (e.g. the UV editor and the 3D viewport while working on textures).
For this tutorial, we’ll often open the Properties editor as a new area in order to access various modifiers. Splitting the screen is pretty simple:
Alternatively, you can hover over any corner until you see a crosshair replace your cursor. Left-click and drag towards the direction you want the split to occur.
To join areas, hover over the gap between the editors, right-click and select “Join Areas”. One area will become darker than the other one. The darker area will disappear. You can change which area will disappear by hovering over it, then left-clicking to accept or right-clicking to dismiss.
Now that you have a better understanding of Blender’s UI, it’s time to learn the essential tools and operations we’ll need to create our character. In the next few sections, we’ll give an overview of a few fundamental concepts.
According to Blender, a mode is “designed to edit an aspect of the selected object.” You can see which mode you’re in by looking at the second dropdown in the 3D Viewport’s header (outlined in yellow in the screenshot above). We’ll be using five different modes in this tutorial:
In Edit Mode, the vertices, edges, and faces are the control points you can manipulate to change the shape of your object, and there are three selection modes corresponding to each, giving you different levels of control. Face selection (‘3’ on the keyboard) is broad, but it allows you to select bigger areas at once. Edge selection (‘2’) allows you to select edges for when you don’t want a face to be flat. Vertex selection (‘1’) gives the most control and allows you to move a vertex anywhere.
You can select all by pressing ‘A’ and deselect everything by pressing “Alt + A”. X-ray mode (“Alt + Z”), indicated with a square with a solid border in front of a square with a dotted border, lets you select all the vertices instead of just the visible vertices that the selection tool hovers over.
Subdividing your mesh gives it a higher resolution, as it increases the vertex count. More vertices mean you can shape edges with fewer sharp angles. The quality of the model goes up with more subdivisions, but you need to be careful about how many vertices your computer or Blender itself can handle.
You can follow these steps to subdivide your mesh:
Your mesh should now have more vertices than before.
Modifiers are operators that make changing the appearance of geometry much easier than having to manually edit the mesh. They’re non-destructive, meaning that they don’t change the base mesh and can be removed easily if they don’t work as we expected.
The Modifier Properties tab is indicated with a wrench in the Properties editor, and it’s possible to add specific modifiers from the “Add Modifier” dropdown menu. Some helpful modifiers for character modeling that we’ll be using in this tutorial include the following:
Another non-destructive technique that we’ll use is Shade Smooth. It’s not one of the options that can be added on the Modifier Properties tab but rather from the header in Edit Mode. You can apply Shade Smooth to a model by clicking “Face” in the 3D Viewport header, then selecting “Shade Smooth”.
Transformations in Blender happen in Object Mode and Edit Mode. In Object Mode, you move, rotate, or scale whole objects. In Edit Mode, you move, rotate, or scale the mesh or parts of the mesh.
It’s important to note that the object origin doesn’t move with the mesh when the mesh is translated. When an object is translated (moved), rotated, or scaled, the object origin is the reference point by default. Per Blender, the “location of this point determines where the object is located in 3D space.” A yellow dot in the 3D viewport represents the active object’s origin.
To edit even more precisely while in Edit Mode, you can press ‘X’, ‘Y’, or ‘Z’ to transform along those axes respectively. You can also press a number after choosing a direction to transform by that many units in the chosen direction.
Proportional Editing is useful for quickly shaping objects without having to individually select the surrounding vertices, edges, or faces. You can toggle Proportional Editing by pressing ‘O’ while hovering anywhere in the 3D Viewport. Alternatively, you can click the Proportional Editing button (the circle with a dot in the center) on the header.
Proportional Editing affects which parts of an object (when used in Edit Mode) or objects (in Object Mode) are changed when using a transformation (i.e. move, rotate, scale, and so on). When you use a transformation, you’ll see a circle. The circle shows what area the transformation will affect.
You can change the influence by using your mouse wheel or by pressing the “PgUp” or “PgDn” keys. You can then left-click to apply the change or right-click to dismiss it. You can also change the shape of the transformation by selecting the Falloff type in the dropdown next to the Proportional Editing button on the header.
Grease Pencil is a tool that allows you to draw in 3D space. It was introduced as a tool that combines 2D and 3D art, but we’ll only be using it to create our reference image. We recommend using a drawing tablet to make drawing easier.
The Loop Cut tool adds new edge loops, which increases how detailed part of the mesh will be. For this tutorial, we’ll be using the tool to create clean geometry where the object changes shape. The Knife tool subdivides the faces it’s used on, which also increases how detailed those sections of the mesh will be. We’ll be using the tool to cut out the shape of the character’s limbs.
Using the tools is a bit involved, so we’ll describe the steps here. Feel free to refer back to this section as you’re following along in the tutorial below.
Here are the steps to create loop cuts:
Follow these steps to use the Knife tool:
Extruding is the process of pressing something in or pushing something out. We’ll use extrusions to pull out the shapes of our character’s limbs. In Edit Mode, you can select vertices, edges, or faces (as seen in the screenshot above) to extrude them by pressing ‘E’. You can quickly block out your character by extruding faces.
Joining geometry in Blender is useful for combining objects that were edited separately (the eyes and head, for example). It’s as simple as selecting two or more objects while in Object Mode, right-clicking while hovering anywhere in the 3D Viewport, and selecting “Join” (or “Ctrl + J”).
Now that we’ve looked at the essential tools and operations we’ll need to create our character, it’s time to get our ideas into Blender. We’ve broken this tutorial into the following parts:
Throughout the tutorial, we’ll reference the elements of the UI, tools, and operations we discussed in the preceding sections. Please refer back to those sections as needed.
Let’s dive in!
It’s a good idea to have reference images to look at while you’re modeling in Blender. This way, you can focus on modeling instead of trying to figure out what the final character should resemble. You don’t have to have every detail down, but it’s a good idea to have a rough idea that you can use to block out the character.
We’ll look at two methods we can use to set up our reference images. You can use the first method if you have reference images saved to your computer but not imported into Blender. You can use the second method if you want to draw your references directly in Blender.
To import images in Blender, you can follow these steps:
To create your reference images in Blender, you can follow these steps:
Because many characters are symmetrical, adding a Mirror modifier can help save time.
Now that the Mirror modifier is activated, let’s get to drawing!
With our reference images in Blender, it’s time to start modeling our character. We’ll be using the reference images we created with the Grease Pencil object.
An important concept to keep in mind while modeling your character is to keep clean mesh topology. Simply put, topology is how the vertices, lines, and faces of the mesh are put together. Clean meshes look simple and easy to review in Edit Mode. Good topology keeps the way light interacts with the object consistent and predictable. It also makes the object deform well during animation.
Another good modeling tip is that it’s a good idea to model in the T-pose for characters with arms. This pose lets you edit the mesh more easily because you can edit the torso without accidentally editing the arms and vice versa. It’s the default position when working with poses.
With these tips in mind, let’s begin modeling your character:
Some parts of your character may be easier to edit from primitives, which are essentially basic objects used as the starting point for modeling. In our example, we’ll use spheres to model the character’s shoes.
Once the new shape is part of the object, the modifiers you applied to your character model will also affect the new shape. You should see that the shape is mirrored on the other side.
Add final touches to your model until you’re content with the design of your character. It’s okay if you realize that you don’t want to follow your references to a T. It’s your character, so have fun with it!
You should now have the base shape of your character. We’ll build upon this base to create the clothes. Before we do that though, let’s organize our project using Collections.
Collections are important in Blender projects because they help keep you organized. The organization will be particularly helpful because you’ll be making clothes as separate objects in the next section. In the Outliner, hide the Grease Pencil object to make the 3D Viewport tidier, then rename your “Cube” to the name of your character.
Alright, let’s give this naked guy some clothes:
Since our character has hair, we can use the Particle System to quickly create the hair. You can follow these steps:
With the hair finished, it’s time to add color to our character.
We’ll be adding colors to our character to make it stand out in renders. If you’re only going to 3D print your character, you can skip this part.
We recommend using a drawing tablet to get fine control while we’re texture painting. We’ll briefly go through the process, but if you want a more in-depth guide, you can read our article on texture painting.
We’ll be painting textures in the Texture Paint workspace. To get started, you can follow these steps:
Texture painting in Blender becomes easier the more you do it. However, we understand that it can be overwhelming for beginners to Blender. We have a few tips to make it easier.
You may want to enable Paint Mask to prevent painting on areas that shouldn’t be painted. To enable it, click on the “Paint Mask” button right next to the mode dropdown menu on the 3D Viewport’s header as shown in the screenshot above. In Edit Mode, select the areas you want to paint, then go back to Texture Paint mode and continue painting.
The Mirror modifier for the object will mirror the texture paint. Alternatively, enable the Mirror options under the Symmetry panel on the Sidebar. (Refer to the 3D Viewport section above.)
After you’ve painted your object to your heart’s content, make sure to save the image texture:
Alternatively, you can hover over the texture image and press “Alt + S”. For any other objects you’d like to texture paint, simply repeat steps 1 through 7 above.
You may have noticed that you can’t texture paint the Particle System hair. Instead, you’ll need to do the following:
Now that you’ve added color to your character, it’s time to rig and pose your character.
To pose your character, you need to rig it. For the first three steps, check out our article about rigging a character for more detailed instructions.
After you’ve done that, proceed as follows:
Your object will now deform with the bones in Pose Mode, which is where you create poses for your character to use in renders or animation. You must save the pose to a keyframe, and for each new pose, you must select a new keyframe in the Timeline.
Here are the steps to select the Armature and pose the character:
If you want to create multiple poses, you can continue as follows:
The final step is rendering your character. It’s pretty easy. Click on the “Render” menu on the Topbar, then select “Render Image”. Alternatively, you can simply press the F12 key.
Since Blender can export to STL and OBJ formats, you can also easily 3D print your character. Simply export the model, and open it with your preferred slicing software.
Before you exit Blender, make sure to save your work!
License: The text of "Blender: Character Modeling – Simply Explained" by All3DP is licensed under a Creative Commons Attribution 4.0 International License.