I always thought Blender was intimidating, but I also really wanted my own custom character models
Turns out you don't need to be an experienced 3D artist to get this working! Low poly models are good enough when it comes to drawing manga or webtoons
And best of all, everything mentioned here is FREE
(except Clip Studio)
Before we get into it,
Always make a copy of your file before every major step
You'll want to be able to roll back if something breaks later (and something probably will)

Step 1: Make the Model
I followed Crashune's low poly Full Blender Character Modeling Tutorial Series on Youtube
A few notes from my stint:


If installed properly, you should see a refreshing icon next to the file name in the Shader Editor window
(reloads might take a few minutes for it to sync; you can also manually refresh)

4. Export all of your UV layout for easier texture drawing
After the parts have been UV unwrapped somewhat:
In Object mode, select all the model parts > switch to Edit mode > in another window, go to UV Editor > UV tab > Export UV Layout
This lets you draw your base textures over the approximate locations directly, instead of guessing and doing it one piece at a time

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Step 2: Bake Texture
Once the model is done, we need to tie (bake) the texture to the model itself
I followed A.J.Morgan's Make your own 3D posable CSP characters tutorial from here
Set your Render Engine to Cycles, then hit Bake in the Bake tab

If you get weird black seams in the model after baking or get an error message, it's usually due to how you placed to UV unwrap so might have to fix that
Here's a few troubleshooting notes from the tutorial:
- "If you have multiple parts but want to bake them all into the one texture, you'll want to turn off the setting "Clear Image". Otherwise each item that gets baked will just wipe out and overwrite EVERYTHING in your image texture. Turning this off means it only adds it's own bit to the image and leaves everything else alone."
- "Depending on how crammed the UV map is, you might also want to turn down the "Margin", it basically renders a bit of extra area around each part of the unwrapped model, but if they're too close together they'll overlap and interfere with each other."
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Step 3: Change Shader to Principled BSDF

If you followed Crashune's tutorial, you've been using the Emission shader (can see in the green box)
For whatever reason, it doesn't save well in FBX, so we need to change every part's shader to Principled BDSF instead
It's easiest done right in the Shader Editor window
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Step 4: Export as FBX
File > Export > FBX
In the export options, set Path Mode to Copy so the baked texture gets embedded in the FBX

Blender, why are you like this
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Step 5: Bring to Mixamo
Mixamo auto-rigs the model for you
Use the Upload Character button to load your FBX, and follow its simple on-screen steps to identify the anatomy parts
If everything went well, your character should be moving aroundBefore hitting Download, make sure the pose is set to T-Pose (one of Mixamo's presets)

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Step 6: Bring it back to Blender
Open the newly Mixamo'd FBX to Blender. You should see it has "bones" now (the triangle things)
This is where I fine-tune (well, what counts as fine-tuning to me) which parts move with the bones, and how much
Select a part > go to Weight Paint mode


I usually check hair and shoulder areas, since those tend to get wonky. And address anything weird I noticed during the Mixamo test here too
You can adjust the size and "opacity" of the weight painting under Tool > Strength
Before you start messing with this: turn on "Auto Normalize" at the bottom of the Tool panel
Blender hides/unchecked a lot of useful settings for some reason, and this is apparently one of them. A troubleshooting tutorial told me to always have this on for weight painting
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Step 7: Bring it to Clip Studio Modeler
Open Clip Studio Modeler, set type of work as 3D Character

To add your FBX, go to Character configuration tab > second icon > the blank file open icon
Your character should open looking great and flat, its Emission shader texture baked in

We're almost done
Look below to Character information tab
Turn on Use as complete character, and click the bone icon
Follow the simple rig-identifying steps Clip Studio walks you through

After that's done, go to File > Register as Material
And congrats!
Your character should be in Materials, ready to be posed

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One note:
3D planes have a front side and a back side
You can see the back side (shown in red) under Viewport Options > Face Orientation turned on
That red shows up as black once it's brought into Clip Studio

If it bothers you, you can turn it off in Clip Studio by going to Options > Preferences > turn off Backface Culling
It's not permanent though. Re-opening the model will turn backface culling back on

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Blender Opens New Pathways
If you've been putting off learning Blender, this is one of the most rewarding ways to start
The model doesn't have to be perfect, as you can see from my janky ones! It still does its job, making drawing much faster and more consistent
It's also made storyboarding for editors easier. They can actually see which character is doing what in a panel, instead of squinting at my fast, shitty doodles trying to guess
(for panels when facial expression is important, I just draw over)

