Where to begin with humans

So the largest part of development for me that is holding me back right now is humanoid creations such as humans and other things with 2 or more legs. I really don’t know where to begin with this. Can anyone suggest a really in-depth tutorial or course that does exactly this?

Thanks!

Euden

That’s a great question and there isn’t any one best answer. It all depends on what you are trying to create. There are thousands of character modeling tutorials out there. Sounds like you need a beginner level tutorial to teach you the basics. It also depends on whether you are looking for free tutorials or have some money to spend. I really like blendercookie tutorials. If you have money to spend on the subscription, this one looks like it would be right up your alley: http://cgcookie.com/blender/cgc-courses/introduction-to-character-modeling-in-blender/. My advice is to start off with easier and more stylized forms and build on that. But ultimately it’s up to you. If a google search for “character modeling tutorials for beginners” doesn’t yield what you are looking for then give me more info and I can try to help you out. Also, keep in mind, if you are comfortable with modeling in blender, you can use tutorials using other modeling packages.

https://www.anatomy4sculptors.com/
blender -> dynamic topology

a time saver is sketches. knowing beforehand what is needed

As for actual work-in-progress stuff, the most expressive feature of human anatomy is the face. In addition proportion is relevant.

I’d suggest skin modifier for form

Are you trying to jump straight into figure modeling without doing any other kind of modeling of simpler things like bottles, lamps, buildings, furniture, spaceships/airplanes etc? Sometimes people think that figures are easier than these things and then become frustrated with the steep learning curve. If for example you are thinking along the lines, “a spaceship would be really much harder than a human…” I think most people here would tell you it’s the other way around.