12-24-2025, 01:57 AM
I'm relatively new to Blender but have a solid grasp of the basics, and I'm now attempting my first full character model for a personal animation project. I've blocked out the basic humanoid shape, but I'm hitting a wall when it comes to creating realistic facial features, proper edge flow for animation, and sculpting details like wrinkles and folds in clothing that look natural. My attempts at retopology are creating messy geometry that I know will cause problems later. For artists experienced in Blender character modeling, what is your step-by-step workflow from base mesh to final topology? Are there specific add-ons or sculpting brushes you consider essential, and how do you approach creating blend shapes for facial expressions efficiently? I'm also unsure how detailed to make the base mesh before moving into sculpting.