Character design, that’s great, but again question pop’s up, what type of characters?
- Creature characters
- Fantasy characters
- Sci- Fi characters
- Cartoon style characters
- Realistic characters
and the list goo's on
We also needs to make distinction between game characters or movie characters (game characters need to be supper optimized for real-time rendering).
Unfortunately my YouTube channels selection (https://www.crea-zone.com//Tutorials.zip) is mostly geared towards 3D in general (a bit of everything). You gonna find some topics on character rigging in there but not specifically about character development and creation. I've added a separate selection on that topic here (https://www.crea-zone.com/Character_Design.zip).
If your going to fully devote on character creation my advice would be to learn working with Zbrush or 3D Coat. Alternatively apps like (https://marvelousdesigner.com/) can help with realistic clothing design if that is needed.
With character creation the initial steps usually are;
- Creating a concept drawing
- Block out your concept character in 3D
- Sculpt, establish and separate needed meshes (this can include hopping back and fort between other 3D apps like Blender, 3ds max, etc.)
- Add/sculpt ever more details to the separate meshes step by step
After these initial steps we end up with a list of high-poly detailed meshes that represent the character. Usually (if it involves a game character) we need to retopologize or polyreduce all those meshes and UV map “Unwrap” the resulting low-poly meshes. Then we go trough a process we call “texture baking” to get all the information from the high-poly detailed sculpt and map it to the low-poly meshes (things like the normals, curvature, cavity, material ID, etc.). This information is then used for creating and painting textures onto the low-poly models using apps like substance painter or Quixel mixer (https://quixel.com/mixer). Alternatively apps like substance designer can be used for creating more complex materials, but there are already vast amounts of materials available so in most cases learning to make them yourself is not mandatory.
When the character is finally finished then we go and add rigging to it (the process of adding bones and mesh deformation zones to make it animatable). Consider there are vast amounts of tools for rigging available and using one or the other all comes down to the use case (rigging is basically a skill-set on its own).
All these steps eventually describe how one goo's about creating a 3D character from scratch.
However, in some cases we do not need to start from scratch and can use existing tools and some alternative paths to customize what some apps deliver out the box.
For example, a possible solution to fit existing rigging to your self made character can be to intermediately use apps like (https://www.unrealengine.com/en-US/metahuman-creator). Terms like “re-targeting” are key here (basically means to match existing rigging to your “different” mesh points locations). Note: a 3D mesh is made out of points at its core and almost all 3D transformations are performed at those points. Vertexes, edges and polygons are secondarily attached to these points and thus all move along for the ride.
Using self generated metahuman faces on custom body's is also a possibility, or fitting custom faces to metahuman body’s, etc. More info here (https://www.youtube.com/results?search_query=using+metahuman+for+custom+characters). There is a somewhat similar app here (https://character-creator.reallusion.com/).
These types of apps can get you to some point and then maybe move on adding own imported meshes (armor or whatever) and finally tweak some details in Zbrush, etc. The more experience one gets in using different tools the more options one has for customization.
For 2D concepting/sketching also consider latest advances in AI (GAN) generative adveserial networks. The most outstanding app to this regard is currently (https://www.artbreeder.com/). This domain of creating is rapidly developing so expect more in the future. Artbreeder can get you raw sketches faster then any other method, unfortunately is takes some time to get used to the controls.
Some day we will probably hit one button and some character materializes before our eyes, we then hit a second button and it comes to life having its own unique personalty and everything. We then probably enjoy its presence for a moment and then let it on its way to wonder the multiverse of metaverses.