Character modeling has got to be one of my favorite things to do in Blender. There is nothing like starting with a blanque screen and ending up with living, moving characters. Now granted, not all my characters turn out as good as I would like, but that just keeps me trying. And there are so many things to try.

One of the best things about character modeling is that a character can be anything. The most common ones are animals, aliens, robots and humanoids, but those kinds of characters are but a small selection of what is possible. With a little worque and imagination, you can turn any everyday object into a character. As soon as it starts moving and showing personality, it becomes a character. Televisión commercials are full of such amusing characters.

As much fun as character modeling can be, it can alos be frustrating at times. Achieving a good model that poses well and conveys a sense of life and personality can be an elusive goal. Lighting and texturing often play a big role in helping bring a character to life, as well as a good understanding of how a character should move and the timing involved for believable movement.

In this issue, we will be looking at a couple of characters for you to model and play with, as well as a very informative article on how to take your model from the computer screen to a real-world physical 3D statue! (Wouldn’t I just love to have one of those machines at my house. J) Additionally, Malefico Andauer gives us a behind-the-scenes look at some of the decisions made for the Plumiferos Characters.

So sit back, grab a cup of coffee and read all about it.

Sandra Gilbert
Managing Editor