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3d -animation
The characters were meant to be unrealistic but round and cute. After doing some research online, I decided they should have big heads and feet, with slim body parts.
The hardest part to sculpt was definitely the characters’ heads.
The next step was to reduce the polygon count. I had done this once before on a more advanced character, so I had some experience. This time it went faster and turned out better. The final result brought the face count down from 3.5 million to 42,000.
The shoes, however, were modeled directly in low poly.
When it came to materials, I kept it very simple so that my computer could handle the rendering. I basically used Blender’s standard material with some added noise.

High Poly



Low Poly


Rigging is where the real problems started. I initially tried Mixamo but quickly realized that the weight painting didn’t work well with my characters. Doing it manually in Blender didn’t work out either, so I looked for alternatives. After some research, I discovered Blender’s Auto-Rig Pro addon, which helped me work much more efficiently. It’s an auto-rigging tool that generates a full rig for your character.
For the face, I wasn’t able to set up a proper rig, so I used shape keys instead.









