Introduction to Voxel Art for Character Design
Blocking Out Your Scene 1
A course by Zach Soares , Voxel Artist and Animator
About the video: Blocking Out Your Scene 1
Overview
“What matters most in blocking your scene is about finalizing the scale of your models and knowing exactly what you need to make. You will be walked through Qubicle and how to model your voxel chunks and get the first pass on your model ready. You’ll follow me through the whole process of modeling, blocking, positioning it, re-editing the blockout of the model once again. You’ll repeat this process with me until it looks good. You also need to take into consideration the animation work you’ll be doing so I’ll be explaining exactly what that means when you’re blocking out your model. ”
In this video lesson Zach Soares addresses the topic: Blocking Out Your Scene 1, which is part of the Domestika online course: Introduction to Voxel Art for Character Design. Think outside the box and bring your characters to life with Qubicle, Maya or Blender, and Unity.
Partial transcription of the video
“Blocking out your scene Now I'll show you how to block out your scene, specifically how to block out your character. We'll be going through this in a very specific way, my way. We'll do reductive modeling, starting with larger blocks, cutting them and putting them together to make a character. We don't have to worry about colors just yet. Let me show you in this lesson. Generally, you wanna start off with a basic cube. I go with 20 by 20 by 20, it's the best default size that I like to work with. The first thing we'll model is the head, we wanna figure out the size of the head. While you ma...”
This transcript is automatically generated, so it may contain mistakes.
Course summary for: Introduction to Voxel Art for Character Design
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Category
3D & Animation -
Software
Blender, Maya, Qubicle, Unity 3D -
Areas
3D, 3D Animation, 3D Character Design, 3D Modeling, Character Design

Zach Soares
A course by Zach Soares
Zach is a French Canadian self-taught Voxel artist living in the UK. Although he has almost a decade of experience in working in the game industry, Zach initially studied Urban Design. While creating 3D designs for cities, he started exploring game design on the side, which spurred him to further explore and understand the world of game development through Voxel art.
His stylized and clean Voxel art has led him to work with many small-scale projects for indie developers, as well as for larger projects with clients like Hipster Whale. Zach works on freelance projects and is the creative director of his own studio Bunnyhug, currently creating their own game that is soon to be launched.
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