3D Modeling - Project 3 Final
3D Modeling - Project 3 Final
The creation of this stylized "Little Prince" character focused on capturing a whimsical, "chibi" aesthetic using Blender’s fundamental modeling tools. The project aimed to translate the innocence of the classic literary figure into a 3D medium by emphasizing soft shapes, clean topology, and hand-crafted textures.
Refining the Character: Geometry & Topology
The construction of the character's face relied heavily on maintaining clean topology to support the stylized, smooth aesthetic. Starting from a basic cube, I utilized a Subdivision Surface modifier with the Catmull-Clark algorithm set to level 2 to transform the blocky geometry into a perfect sphere. To ensure efficiency and perfect symmetry during this phase, a Mirror modifier was applied, allowing me to focus on modeling just one side of the face while the software automatically generated the other. This workflow was essential for defining the eye sockets and the subtle curvature of the mouth without distorting the overall spherical shape.
The wireframe views reveal the importance of edge flow in this project. Even though the character is simple, the mesh density was carefully managed using loop cuts to prevent shading artifacts near the poles of the sphere. By bridging edge loops and relaxing the vertices at the top of the head, I created a neutral base mesh that could easily accommodate the hair and facial features added in later steps.
Hair Volume & Environmental Storytelling
Following the establishment of the body mechanics, the focus shifted to the character's hair. Rather than using a realistic particle system, I opted to model the hair as solid geometry to match the stylized look. I manipulated the mesh to create thick, chunky strands that flow naturally over the skull, maintaining a soft, clay-like visual language.
Moving beyond the character, the narrative elements of the scene—specifically the rose and its glass enclosure—were developed with a focus on material contrast. The rose was modeled with thick, soft petals and a sturdy green stem, adhering to the project's consistent design language rather than pursuing botanical realism. I placed this mesh inside a glass cloche, which required careful material tuning to balance transparency and reflection. The interplay between the internal object and the refractive glass shell added depth to the scene.
Texturing and Final Polish
The final stage of the modeling process involved creating the display base with a unique artistic touch. Instead of using a standard font for the "B-612" inscription, I utilized Blender’s texture painting workspace to manually draw the lettering onto the golden base. This hand-painted approach added a layer of warmth and authenticity, successfully bridging the gap between technical 3D structure and the artistic feel of a storybook illustration. The rendering process highlighted the successful integration of these materials, capturing the distortion of the rose through the glass dome and the soft shadows cast by the character's form.

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