I'm an intermediate Blender user comfortable with hard-surface modeling, but I've decided to finally tackle character creation and my first attempt at a humanoid figure has highlighted major gaps in my Blender character modeling workflow; I started with a base mesh and got stuck in a loop of endless tweaking in sculpt mode without a clear plan, resulting in a lumpy, asymmetrical model with terrible topology for rigging. I've watched tutorials on retopology and box modeling, but I'm unsure which approach is more efficient for a beginner to character art, and I'm overwhelmed by the number of tools and modifiers involved in creating a clean, animatable mesh from scratch. For character artists who use Blender, what is your step-by-step pipeline from concept to final retopologized model? Do you have a preferred starting method, and what are the most critical checkpoints for topology you adhere to before moving on to sculpting details or UV unwrapping?
You're not alone—this is a common sticking point. My go-to workflow is to lock the topology foundation before sculpting. Start with a simple, quad-based base mesh built with box-modeling, use a Mirror modifier, and lay out edge loops around joints (shoulders, elbows, hips, knees) so deformation feels clean. Check a quick bend on the limb early to catch pinching, then continue with detailing once the underlying topology holds up.
Practical pipeline I use: 1) build a low-poly proxy of the figure with careful quad faces; 2) block in proportions using simple shapes; 3) a quick sculpt pass (Dynatopo) to rough out anatomy; 4) a manual retopology pass guided by the sculpt to create a clean quad mesh that mirrors the forms; 5) UV unwrapping with seams at natural borders; 6) bake high-res detail into the low-poly; 7) test with a simple rig and adjust topology if needed.
Starting approach: I’d recommend a hybrid method—box-model the base to lock proportions and topology, then switch to sculpt for the organic forms. You can then create a clean retopology mesh directly from the sculpt, using the sculpt as reference, and shrinkwrap if you want to refine the retopo cage to the original shape.
Key topology checkpoints before moving to sculpt or UVs: edge loops that follow joints, quad-dominant faces, evenly distributed density (avoid dense pockets that won’t deform well), and a few true rings of quads around wrists, elbows, knees, and ankles. Do a quick deformation test with a basic rig to confirm it holds shape without pinching.
Good starter resources: Blender's official retopology and sculpting docs, Grant Abbitt's character modeling tutorials, CG Cookie's character workflows, and YanSculpts/FlippedNormals for anatomy and topology insights. Use a small project file to practice the pipeline and gradually increase complexity.
Quick practice tip: keep a separate 'retopo cage' while sculpting the high-res form so you can preserve sculpt details while building clean topology, then merge into a final quad mesh and bake maps as needed. If you want, I can sketch a 2-week practice plan tuned to Blender workflows.