This video shows the process of creating Mio in Blender. I started with a base female mesh and began recording shortly after. As a result, you’ll see a temporary hair mesh on her from the beginning. The video then takes you through the entire process: modeling, UV mapping, texturing, rigging, and weight painting, all within Blender. Finally, I export her to the Unity game engine, where she is rendered using Unity’s official toon shader and animated with ready-made animations from the internet.
This is my first Blender project, and I enjoy learning by doing. I didn’t filter out the moments when I turn to the internet for help. I shared my entire screen. There are some parts I didn’t record because I got very stuck, forgot to record, or did intensive back-and-forth tweaking and testing. That said, I hope the video provides enough visibility into what it took to model Mio.
Every second in the video represents a minute in real life. Every minute equals an hour. The total active working time you see excludes the time spent learning theory or watching tutorials to understand the basic concepts of character modeling, which began a couple of months before this project started. The project took four calendar months to complete. Including the prior learning and watching many YouTube videos, you could say it took about half a year.
I really enjoyed this project and wanted to capture it as something to look back on while also sharing it with you. I hope you enjoy!
Disclaimer: I do not own the concept art of the Mio character, nor do I own any of the music played. All of the soundtracks are credited in the video, as well as below.
Video sections:
00:00:00 – Preview
00:01:40 – Head Parts – Modeling
00:08:47 – Body – Texturing
00:15:36 – Temporary Hair – Texturing
00:22:33 – Top – Modeling
00:30:40 – Top – Texturing
00:34:34 – Skirt – Modeling
00:48:27 – Boots – Modeling
01:14:06 – Gloves Modeling
01:15:36 – Jacket – Modeling
01:27:29 – Boots – Modeling part 2
01:29:48 – Skirt – Texturing
01:33:43 – Gloves – Texturing
01:34:15 – Top – Texturing part 2
01:34:33 – Boots – Texturing
01:43:47 – Jacket – Modeling part 2
01:44:55 – Jacket – Texturing
01:51:19 – Boots – Texturing part 2
01:52:34 – Jacket – Texturing part 2
01:53:36 – Legging – Modeling
01:53:51 – Body – Texturing part 2
01:54:35 – Rigging
01:59:04 – Weight Painting
02:06:31 – Hair – Modeling
02:15:13 – Hair – Texturing
02:17:39 – Hair – Rigging
02:19:54 – Face – Animations
02:22:57 – Jacket – Rigging
02:24:02 – Unity Export Preparation
02:24:49 – Preview in Unity
Soundtracks:
00:00:00 – XC3 – Title Menu Theme (Off Seer)
00:03:15 – XC3 – The Bereaved and Those LeftBehind
00:07:17 – XC3 – A Life Sent On
00:09:06 – XC3 – A Step Away
00:13:56 – XC3 – The Weight of Life (piano cover by tomochi)
00:16:47 – XC3 – Iris Network
00:20:04 – XC3 – Piano Medley by Animuz
00:31:42 – David Helpling – Glass
00:41:39 – Requiem – Énouement
00:49:03 – Josh Leake – Seven Years
00:55:13 – Undyed – Saves Me
01:03:08 – Endless Leopard – The Quetest Room On Earth
01:07:41 – Above & Beyond – Eternal
01:10:35 – Johannes Bornlöf – Declaration
01:14:27 – Gavin Luke – Solace
01:17:12 – XC3 – Syra Hovering Reefs (Night)
01:20:43 – XC3 – Ribbi Flats (Night)
01:23:36 – XC3 – Agnus Colony (Day)
01:27:10 – XC3 – Erythia Sea (Night)
01:29:45 – XC3 – Elaice Highway (Night)
01:33:08 – XC3 – Rae-bel Tableland (Night)
01:36:42 – XC3 – Li Garte Prison Camp
01:40:01 – XC3 – Great Cotte Falls (Night)
01:42:58 – XC3 – Dannagh Desert (Night)
01:46:40 – XC3 – Title Menu Theme (Off Seer)
01:49:51 – XC3 – Eagus Wilderness (Day)
01:55:44 – XC3 – Great Sword’s Base (Night)
01:59:01 – XC3 – Cloudkeep
02:02:32 – XC3 – Captocorn Peak (Night)
02:05:44 – XC3 – Keves Castle (Night)
02:08:53 – XC3 – Syra Hovering Reefs (Day)
02:11:40 – XC3 – Millick Meadows (Night)
02:14:58 – XC3 – High Maktha Wildwood (Day)
02:19:11 – XC3 – The City (Night)
02:22:30 – XC3 – Agnus Castle (Night)
02:25:11 – XC3 – The Bereaved and Those Left Behind
Voir sur youtube