Blender 3D - Create a Cartoon Owl | Ivan Yosifov | Skillshare

Blender 3D - Create a Cartoon Owl

Ivan Yosifov, 3D Game Artist & Animator

Blender 3D - Create a Cartoon Owl

Ivan Yosifov, 3D Game Artist & Animator

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6 Lessons (1h 8m)
    • 1. Introduction

      1:05
    • 2. Modeling the Owl Part 1

      14:30
    • 3. Modeling the Owl Part 2

      15:10
    • 4. Unwrap The Owl

      4:46
    • 5. Texturing the Owl

      26:21
    • 6. Rendering the Owl

      5:51
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About This Class

Create a cute Cartoon Owl with Blender in just an hour.

Who is this course for?

This course is designed for beginners and advanced 3D designers using Blender.

What you will learn?

We will cover all the process from modeling, unwrap, texturing and in the final create a beautiful render of the Cartoon Owl for presentation or including this in your portfolio.

After completing this course you are recommended to try and create a different cartoon character “Cartoon Character Next Course” where you are going to learn different skills to create another type of character.

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Ivan Yosifov

3D Game Artist & Animator

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Transcripts

1. Introduction: Alright guys, welcome back with my next lecture. In this lecture, we're going to be creating a cartoon oil. We're going to be starting by modelling it from scratch. We're going to be model every part of the, from the body to the fee, to the clause, eyes and eyebrows. Then we're going to deep dive and we're gonna scoped everything and give it a nice-looking shape. After that, we're going to prepare our model for texturing. We will unwrap it with automatic unwrapping so it can be quick and easy. After that, it comes the fun part, the texturing part where we are going to be giving cower and live to our model. We're going to be textured the whole model. And in the end, I'm gonna teach you how to render it in a beautiful render paths that you can use to show off to your friends or use it for your portfolio. So I cannot wait to see you enroll in my class. So let's start. 2. Modeling the Owl Part 1: Hello and welcome to my next course. In this course we're going to be creating an all from scratch. We're going to be going through the whole process from the modeling to the UV, unwrapping, texturing and rendering of this awesome cartoonish. Oh, alright. So the first thing that we need to do is we're gonna create a sphere from US here, alright? But we modified it a little bit later. So the shortcuts to create this shape is shift a. And from the mesh menu, you can choose the UV sphere, or you can just go to add mesh and click on the UV sphere or the ecosphere. Right? So there are two types of spheres. If you go into add menu, you can see that there is a UV sphere and ecosphere. They're just different topology but the shape is the same. All right, the next thing, what we need to do is we need to shade Smoot. So go from the options and click shades mood to smooth the surface. Alright, so let's start work with this object. Next. We're gonna create our sphere to look like an egg. So click tab on your keyboard to go to the Edit mode. Click ask in z so you can scale it only on the z axis. We're gonna stretch a little bit. And the next thing that we are going to do is we need to select the bottom vertex. Just click on it. And right now we're in the vertex mode. As you can see here. You can go to the edge and face. The first one is the vertex mode. So let's go back, select our vertex, alright, and click here on the proportional everything. So right now, when you click this and click as, as you can see, up and down our object in its scales, softly the vertices around it. In order to create a bigger size, just use the scroll wheel to create a bigger radius of the softness. And I'm just going to scale it a little bit like that. Alright, let's scale it down a little bit. Just using the mouse scroll wheel to adjust the softness. Alright, and we can get this kind of shape. So we've got this perfect egg shape. I like it. And we're going to move on by creating the eyes for our character. We're gonna just create mesh and create a new UV sphere. And the next thing, let's go to Edit Mode right away. Then click G and click Z to move it on the Z axis a little bit further like debt, we're going to turn off our proportion editing and click S to scale it and just killed like that. Alright, let's rotate it on the x-axis, 90 degrees, just like that. All right, the next thing that we're going to do is click G and maybe it's a little bit on the x-axis to the left and go to the modifiers and click the mirror. So right now we have a mirror object. Let's adjust the smoothing. And as you can see, everything looks smooth. All right, let's go to the front click Tap and just move it and place the eyes. All right, somewhere over here. Let's click g and z to move them a little bit further, G and Y to move them on the y-axis. Let's place them somewhere, somewhere around here. Alright, so also, I'm going to need to adjust the top of the egg of the body. So I'm going to select this vertex. I'm going to just adjusted like that bottom part. I'm going to scale it up a little bit, something like this. And I'm going to start moving the eyes further up. And maybe, maybe to pop out a little bit like that. And let's kill them. And the Y axis and just turn off the proportion editing skill at them a little bit like dead, so they are a little bit flat and rotate them. Alright, we're gonna move them a little bit further out. Something like this. Maybe increased in size a little bit more to look more cartoonish big because good cartoon. So the next thing is create the beep here. So go to mesh. And for the beak we're going to use the cube. And I'm going to click Tab, click G and move it further away. And what we're going to do is we're going to select those force points by clicking and holding Shift. And then I'm going to click M on my keyboard and click at center. So right now we have this pyramid shape and it's looking good. Click a on your keyboard to select everything. Click R to rotate, and that click why? On which axis you want to rotate. And we're gonna rotate it on 45 degrees. So Crick, air to rotate, click why on the axis and then just type 45 and click Enter on your keyboard. And right now we have our pyramid rotated 45 degrees. I'm going to scale it down. Let's carry on the x-axis to, and maybe a little bit on the y-axis. Let's check out the shape, how it looks. All right, it looks good. Let's position it inside our body and maybe scale it up a little bit more. Move it a little bit on the z-axis. And looking, looking good. And, but let's make it a little bit smaller, just like that. And we can play with that later and finish up and polish it. The next thing that we're gonna create is the legs. So we're going to use again the cube. And let's click Tab G and starts moving it a little bit. Dell scale down. And I'm going to use again the mirror modified. Alright, in order to create the right leg to go to Edit mode. And now let's scale it up on the z-axis. But they should be a little bit smaller or something like that. I'm just blocking out the legs right now. And let me see. We can also click Scale, click X and then Z in order to scale it on two axis at the same time. And I want them to be a little bit tin. So something like this. Let's move them a little bit up. Maybe scale it on this, on the z. You want a little tiny legs, so this is what you need. So select these four points, click e to extrude. So we can create a new face from that. And when you extrude, you can extrude on different axis, something like this. You can disable the axis or you can just click on Y on X. So clicking the E and just moving on different axis where you extrude on different axis. All right, I'm gonna go to face mode and we're going to create a really global shape just to point out the shape of the legs. So I'm using the extrude option again, E. And I'm just scaling down a little bit on the y-axis. Let's try here. A little bit of the side of the lake. Or maybe a better way will be just select the phases. If you hold out and shift, you can click on the edge and then select the whole loop. We can click, extrude clicks x and z. Actually scale x and z. And we can scale of like this in order to create the feet, the, the base of the feet. And then maybe move it a little bit forward, scale it a little bit down. Something like this. And then we can extrude and create the toes of the like. I'm just blocking out just to get the general idea of the leg and just scale it up a little bit, extrude this, scaling down, something like this. Scale it down a little bit. Alright, so the next thing, we're going to apply a modifier to subdivide it, go to the subdivision modifier, just the smoothed out the mesh. And I'm gonna move it above our mirror. I'm going to click on simple. And let's try and tweak a little bit settings. And I'm just gonna go and apply it. So if you apply above the mirror, the order of the modifiers is pretty important. For example, the first thing is it will mirror the leg and then it will subdivide. If I apply it below the mirror, I'm just going to apply the subdivision on the right leg. So I want to be subdivided on the bulk licks. And then I'm going to need to move the subdivision above the mirror. So I just move it above the mirror and I'm gonna subdivide once more. So keep that in mind. Let's subdivide it two times and applied. Now you sub-divide the two legs. The next thing that we need to do is go to object and click on Shades mood. Smooth out our lakes. Alright, so we're near the final and the last thing that we need to add is our eyebrows for our oil. So we're gonna create them by going to shift a and choosing a cube. Alright? And I'm going to go and start to just scale it up. Just position it at the place that our eyebrows will stay. Alright, something like this. I think about the length. And let's just shrink it out. Just like this on the y-axis. And I'm gonna add a mirror modifier, sorry, subdivision mirror. So yeah, mirror modifier. And I'm going to start and position them scaled-down, rotate it a little bit, move them. And as you can see, they're intercepting one in another. And how we can fix that is by clicking on clipping. And when I click it and I start move them, you can see they stuck together. They, they joined together. As you can see. So just click on clipping and just move them to join and create the eyebrows, something like that. Alright. Now you can hold Z and go to wireframe, select this face, click, Delete on your keyboard just to delayed it. Alright, let's kick X0 and just go to solid back. So right now, click control are in order to create this loop. And I think this is looking good. Let's select and move it a little bit further to the body in the position. Let's blend the place it a little bit inside of the body to feel it a little bit, kid. All right. So it started getting good shape. As you can see, I'm just checking the seaward from the sides and then I'm going to insert more loops. Again, control, our controller is creating the loops. And it led me cuts wherever I want in. If I put it on this edge and just scroll with my mouse wheel, it will create more cuts. So what I want to create here is basically something like this, maybe two loops. Let's click and release. And here I'm going to go to the face mode. And I'm going to create a few extraction from here. So let me see. And I'm just going to extrude here just like the legs. And I'm going to start breaking down a little bit to see what. I'm going to select those both phases. Maybe this one too. So I'm just breaking out the silhouette of the eyebrows, just moving those faces a little bit up. Let me select the down phase. And this one maybe. And let's select the edges here. And let's try only by the edge. Alright? Looking good, like select this edge and pull this back a little bit. One polar bit up. I'm just breaking out the silhouette of the eyebrows just to look at select this face that's extruded and it's creating a separate phase four, it extrude this one. And as you can see, I'm creating a little bit like feathers still blocking out. Still we are in the blocking out phase is like this one. Let me select those two edges and lit bit like debt. Alright, it starts to get a good shape. And I'm going to take my time and tweak it to break a little bit more of that seaward. So just play around with it guys. Alright, so they look good, but I need to break down a little bit the feathers because they look the same as you can see from the left of our eyebrows. So I'm just going to go into the edge mode and I'm just going to move them a little bit up, down inside, just play around with it in order to create this Uniform Scale and uniform look in our eyebrows. As you can see, I'm just moving up the edges. So right now we have that uniform, good looking. And in the next lecture we're going to focus on polishing the feet, the likes. And I'm going to use my tablet. If you have a tablet, just pull it out and we can draw and scoped in our next lecture. If you don't have a tablet, it is still pretty easy to use your mouse and just go scoped where it. Thank you guys for tuning in and this first lecture. And I'm waiting you in the next one by. 3. Modeling the Owl Part 2: All right, welcome back to the next part. In this part we're going to be sculpting the feet. We're going to be creating the claws of the feet. And we're going to be finishing up the mouth of our oil. So we're going to start with the scoping. Just I got my tablet out. So you're gonna need to go to the sculpting. And here we're going to use the scouting brush to create different shapes. Alright? So in the left, as you can see, we have a lot of brushes over here, different types that you can use. And on the right, you have the settings of the brush. As you can see, you have the radius, the radius unit. Unit. You have the strength of the brush. You have how hard the brushes you can turn on the outer smooth, you can have a fallout of the brush, etcetera. So from here you can tweak up your brush from the Settings panel. So let's get started. What we're gonna do is we're going to try and create some volume of our feet. But first, I'm going to need to place them a little bit in words that just move them a little bit inwards, Something like that. Pretty quick fix of the positioning and go back to the sculpting. Alright. So we can just start with some general forms. Placing up some forms on our feet. It is a good decision to have a reference may be Google it Google and oil and try to find how their feet looks like. I'm going to use the inflate brush in order to give them fast volume, as you can see. Also, we can use the grabbed brush. I'm using the grub brush just to move them. To pull out or pull in some of the vertices, some of the faces, right? I'm just playing with it. I'm not using any reference because I wants to create my own cartoonish version. I forget facto. So I just extruded. If you hold Shift on your keyboard, you can soften your scoped. I'm still adjusting the back. Alright, looking good. Let me just try to smooth it out a little bit more. I'm holding shift on my keyboard, smooth it out, and just move a little bit of depth. All right, let's go to the basic brush and just try and create some shapes. I'm just changing the radius. As you can see in the upper left you have on radio slider that you can change the brush of the radius. And I'm just continuous coating creating volume on the feet. Also from the bottom. Just like that. As you can see, we are giving the basic volume and I blocking. And let's again pull this part a little bit by using the grabbed brush, something like this. And as you can see, while we are using the mirror modifier, everything is mirrored on the other side, which is pretty decent, pretty cool. So we're just working on one V8. Alright, just placing It's like depth. Let's move them a little bit to the side. Right. I'm just going to break up the forms just to have better see what something like that. Let's smoothed out holding shift on my keyboard to smoke out everything. And now let's go to this mode and just smooth little bit here and create some fine details or something like that. I'm trying to create the backbone. Something like decks. Don't try to make it look super realistic because it's a cartoonish. If I click on the minus, I'm going to, it will reverse my brush and it will push inwards. As you can see, it's just pushing back. Instead of adding on, it will just push inside and it will odd from the geometry. Alright, I'm going to click again on the place and give here a little bit of volume. It is pretty straight forward process. As you can see, just using the brushes and just painting over to create the different volumes are right? I don't aim to look at too realistic, y'know, because making this cartoon, but I want to add this cartoon is forms. Let's pull this a little bit here. And as you can see, I'm constantly checking all the angles of the feet. I'm gonna Smoot a little bit here, maybe a little bit here. By clicking shift and going through my feet with the brush, I'm just moving out. And they look more natural as you can see, more organic. Alright. Now let's use this flood brush. I'm just going to flatten this a little bit at the end of the toes. Just here that, that feeling where the clause should get out. Alright? And this seems a bit to book your bid to big. Let's push it a little bit inwards. All right? And now we need another thing. And so let's create the clause. Alright. I'm going to create the clause from a sphere. I'm going to shift a and I'm gonna use maybe the UV sphere. Let's try with the UV sphere. Alright. I'm going to shrink it down. And I'm going to place it at the top of my toes somewhere over here. All right. Just move. It adds up. And I'm just going to rotate it. So the upper face of the sphere will face towards our o. Alright, we can do it like that. I'm going to shade Smoot. Alright. Have that smoothing forms. And now what we need to do, Let's go to sculpt and let's try to pull it out a little bit with this snake hook. Let's hit tree on my keyboard to go to the side view. And I'm just trying to pull it out. Something like that is not bad, but I think our spheres to walrus. Let's try again. It's not working as I expected, so I'll need to give our sphere a little bit more detail. Let's try one more time before adding details. Yeah, it's a big problem. So I need to add a modifier and I'm going to add a subdivision molecule or maybe we can smooth it out with the shift, something like that to have the nail a little bit better. Let's try to pull it out. Something like this. Let's try with the brush. A bit. Swayed to pull out this too. Just like that. Does something like this, right? It's looking good, but I think it needs a little bit of smoothing more. And it still has some problems. Let's try and increase the level of the modifier. Maybe, maybe to two, and let's apply it. Let's try to smooth this a little bit more. There should be enough information. Let's try. Keep in mind that this won't be visible too much because it's going to be pretty small when we render our oh, so don't go crazy about it. Just smooth it and try to look good. The problem is the point. If this point was at the top of our nail, of our close, it's going to be looking at Let's try. But we can probably just leave it like that. As you can see when we render from that view, it's not going to be seen. So here is good. Don't worry about it too much. Now let's go to Edit mode and click shifty to duplicate it. And let's put it on, on all the toss. Something like this. So we can put it here, rotate it a little bit. Keep in mind we are in mirror mode. So it's going to be on the other side to just one more here on the other side. Something like that. And let's put the back claw. Just positioning with the move to nothing fancy at all. Something like this. Yeah, that looks good. Now we're going to add the mirror modifier and we have it on the other side. That's perfect. As you can see, the mirror is pretty handy. And I'm going to edit a little bit more the leg, go to the sculpting again. And what you need to do is inflate. So we can create a literal shape like this. So then they are blends more with the, with our food. Just like this, go around the connection part of the the claws of the nail. Just something like this. Just smooth it out. And that should be fine. It looks pretty good. Okay. Yeah, looks pretty good. The next thing that we're going to edit is the beak. So there is no, not so much work here. We're going to be spending maybe a minute here just to create the mouth. So I'm gonna add a sub-divide, but I'm going to choose a simple one. And I'm going to click Apply. I'm going to add one more sub-divide. Again, simple one, and click on Apply and one more to get that. So now let's shade Smoot. Alright, looking good. And what we're going to do, let's apply this one. Let's go to scope now. And let's create the mouth, the cavity in the mouth. I just turned on the symmetric on x. And now let's use the crease. Scale down the brush a little bit outside my tablet. And now I'm just going to try and create a crease For the mouth. Keep in mind that I clicked duplicate on X in the upper left. Let's duplicate a little bit more because it's still too low poly. And let's try now to create it. Be one more time to subdivides are gonna play again. And let's start using my tablet and create the crease. Some details over here, pretty simple. This creates a straight stroke, just like that. Finish the tip top. And as you can see, it starts looking good. Let's create a little bit details over here, and it's looking at, let's use the basic brush. Let me see from all the angles. And that's about it. It looks good. All right, and let's subdivide a body. Let's work on the body applied. Alright, so let's go to a scoped and let's start fixing the eyes. We will just give it some general areas, some little bit detail. Alright. Let me control Z. Just to see from all the angles, I'm going to press the X. This is our symmetry. So I just forget it. Now symmetry zone and I'm just fixing up the ice so the ice can blend with the body. And as you can see, I'm creating debt cavity for the eyes. Nothing too crazy. Maybe smooth it out to little bit. Nothing too crazy, but just give the general idea of shape. All right, let's try a little bit here. I'm just trying different variations. How it will look, something like that yet. See, okay, that looks good. What we need to do is we need to fix our eyebrows. Control are to add a little bit more loops so we can slice it. Alright, I'm just trying to create the curve shape here. That's why I'm adding this. I'm going to select this in the wireframe mode. And I'm gonna move it, something like that. Go to solve it a little bit more cuts. Control are adding some workers to create the arc shape of the eyebrows. Alright, looking good. And we can also smooth it out. Show its mood like, like this. And let's see. Go to Normals, recalculate. So this is pretty much for the modeling part. In the next lecture, we are going to UV, unwrap our oil and we're going to start texture in yet. Thank you guys for being with me. I'm waking you in my next lecture. 4. Unwrap The Owl: All right, welcome to the next lecture. In this lecture we're going to unwrap the r. And so it will be ready for texturing. So let's get started. We're going to use the automatic and Rob for this because we will just Texture paint and there is no need of creating any spatial, any custom unwrapping. Alright, so let's get started. Click tap on the object. You can click you on your keyboard and click Smart URI project. Alright, we have different settings like Angola limit, I1, margin, area weight, but right now, use the default and just click OK. Alright. And now we're gonna go to the UVA editor. And you have your 2D dimensional map of your 3D model. As you can see, it separates everything in different pieces. Let me show you a little bit closer. So those pieces, the left on the left are the one that you are in front and the back. And those pieces on the right are the top side and bottom information of the UV map. Keep in mind that we've set up a 60 degree, 66 degrees of angle. That's why it separates like that. Now if we go to the minimize stretch, sometimes it can minimize some stretching If you have in your mesh, but right now in our case it's not working. It's not making any difference. So we're not going to use that. But if you have some stretching your geometry, you can use this function. I'm going to click on the PEC ions. Let me select it again by commas. And if you open here, you can change the margin. And as you can see, the margin is moving one piece from another piece. And this helped to separate the object. So when you texture painting, and if, let's say here at this pixel is decided to end if you paint here green and if the two parts are closer together, the green will get into the, another aisle. So backing the IOS and putting a margin bigger and to separate the pieces is a good idea in order to separate the bleeding. Now I'm going to select dice. Again, the same strategy. I'm going to click you. I'm going to click Smart, and I'm going to click OK. And as you can see, we have an abrupt dice. Again, back diamonds. Select and just tweak the margin, 2.3. That's looking good. All right. Let's move on with the next thing, the body. You smart, you reproject. Ok. Go to the back. Let's try again. Points 0 tree, looking good. The next is the beak. Just see, right there is the mirror. Alright. Here is the big click on the big. Select everything with a on your keyboard and do again everything. You can also use the margin in the settings. As you can see, I've used the margin, but there is this Custom option that you can always tweak. And let me just tweak the pack. I want to show you how they were back. I'm just open let's put let's say one. And as you can see, they're moving. Alright, and if I slide it, you can see that the space between them are bigger and bigger. So you just need a little space between the islands so the pixel is not going to intercept the another aisle. Alright, we just fix the beak and let's do everything for the feet. I'm just clicking a on my keyboard to select it smartly project. Alright, this is good. I'm gonna do the same on the nails. Select them on your keyboard. Smart project. Alright, so those are the nails. As you can see here. Let's just tweak the pack. I want. I'm going to use a swarm our margin because the gap is too big. So let's go to the, let's select them with a on my keyboard back IO. And let's put two. As you can see, there are bigger, we have more information of the pixels. So this is about the UV mapping. It's pretty easy, pretty straightforward. Thank you guys for tuning in this part, and I'm gonna see you in the next one. 5. Texturing the Owl: Hello and welcome back. Now we're gonna texture paint, our motto. So let's get started. To start texture painting. First, we need to create materials. And we can have one material for the hormonal, but we're going to split it and separated on parts. So each part can have different materials. Because if you want to create some effect on some materials, you have the option to do it. So the first thing here is the material tab, but before that we need to merchant group the claws and the feet. Alright, so select those two and click Control J on your keyboard. And as you can see, they also combine the mirror modifier to, alright. So right now, if you click them and go to the UVA, I think you can see that the movies are overlapping. So you're gonna go to UV and back I wants in order to create all the UV separated and you get something like that. Alright, so we fix death and merge them and go to materials. Click on New. And let's call it close. Just like that. Alright, go to the shading. Here you can see the material note. So I click tab and type texture image. All right, we're going to click on new. And I'm going to set up the resolution. But firstname closed. Alright, close texture maybe. And we're going to bring back the color to white. Click OK, and connect the cower to the base color. Alright, right now we have set up the material for our clothes in feet. If you go to texture paint, now we can paint on the clause. And before we start painting, as you can see, one thing that I want to point out that I've done before, the tutorial is that I've created this color palette. So I'm going to choosing those colours to paint my textures. And I'm going to hover on each of them so you can get the hex number and just paste it. Alright? So what you can do is you can select different colour, for example this and click on the plus and you add the current cower over there. Alright, let's remove this. So if I click here, just like that, you can just copy the hex color and just add it. Let me just hover on older materials. So this is the other Brown is the next. Sorry, I need to double double-click on down. Just like that, you can pause and copy the hex colors in order to create this palette. Or right, one more to go. Just type the hex. So it will go to the hex color and just type in. You're gonna create the pilot. I have. So let's go and continue with the body. New material, let's call it body. Go to the shading. The same process, stop. Texture, image. All right, I'm going to click and connect the colors. I'm going to click the new. I'm gonna, for the bottom, we're going to put twin 2048 because it's bigger than the clause. And I'm gonna name it by texture. Alright? I'm gonna remove the alpha. I'm going to click OK. Now we're going to create one more for the beak just selected. And from here, click knew it's the same process like before. Top and texture, image. Alright. Sorry, image, texture, and just misspelled it. Here you go. And here you can change the name. Beak text is the same as here from this panel, the material panel, I just connect the cower, create new texture, coat, the beak texture. And I'm going to change the size to 52512 is good because it's a little bit small and we have it. All right, it's done. Let's just rename it like a beak. Alright. So we have the material for the Big Four, the eyes. The same process from here is top. Or you can just click shift a. When you click shifting, it's going to pop out again a menu and you can choose the image texture. I'm gonna place again 10241024, and we're going to call it iss texture. Alright, click OK. And everything is set up for the eyes. And the last one is the eyebrows. Create new material, go at eyebrows, shift a image texture, new, and repeating this process for each of the parts to create different materials for each of the park. Alright, eyebrows, texture, and then connect power to the base color, and we are ready with the materials. Now let's click on texture paint. And we're going to start the texture paint. So few things before we started texture pain, I need to explain. So we've created a pallet, as you can see in the bottom right. And the next thing that I've done is I've created this texture. And this texture is included in the project files. You can download them from the website and you need to import this texture. So you can select this texture and just clear from the folder, you can select it from your computer in order to import it into blender. So select it from the folders to import it and name it in the upper texture. And we're going to use this as a brush. And as you can see, it uses only black and white. So the white is visible parts and the black parts are invisible as you can see, while I'm painting, only the white parts are painted. So if we don't want the brush to act like this, we can change that. Let me change the tiling. So here from the tiling, we can change it to the view plane. As you can see, now, it's working like a brush because when you select the Xilinx, it's a different mode and this one is best for the brush. We also can apply a random effect. So this random we rotate my 2D alpha plays in different directions and be more natural. And I'm gonna change the stroke, the spacing to 15%. This is how far away one from the other lead me boosted up to converted then. And you can see what's going to happen. So I'm just going to use the 15% here, just like this. And now. And now it comes the moment where my tablet will be very handy. I'm going to pick up my tablet. And as you can see, if I pressure my pen on my tablet, it can increase the density of the brush or it can be very faded. So a tablet is a good idea. But of course you can paint with the mouse through. Don't worry about it. All right, so let's get started. And before painting, just select the body. So we're going to start with the body. And few other things. As you can see, we can paint. And in the 2D image on the left, you can see the paint. We can paint here also in the 2D image, but we're going to just pay it in the 3D. For now, it's easier. And here is a palette. I'm going to use the few image, but there are few options. The first thing is you can draw, you can solve, you can much, it's just like Photoshop. You can stretch with this much too. You can also cologne some parts, one part from the other parts. You can also use masks if you want. Some of the parts not touch when you're just painting. But we're going to use in fear right now. And I'm gonna select my brownish color, the first one, or maybe the dark one. Let me just select it. Let's try with the first one. Just click on it. And as you can see, we've already have filled our body with this brownish color. Alright, the next step is we're gonna need to turn off the specularities on the, on the shader. In, in order to have a better view, I'm going to select this, the second power. And as you can see when I paint is just reflecting too much. So I'm going to use the flat shading. And now let's start painting. I'm going to create first the scope of our 3D oil. Just like that. I'm just drawing the top of the head and filling it with the cower. And as you can see, when we are using this kind of brush with alpha, it has smoother and software edges. When we fill up the head. Just like that. Pretty straightforward, pretty easy. And this is the fun process of creating textures. You're gonna see once we complete all the painting, how our 2D or we'll have a look and feeling. All right, it looks good. Maybe I'm gonna change with this one. And I'm going to just cut a little bit like that. I'm just using my arrows to create the brush a little bit small. Something like this, like a haircut. Alright, this is fine. Let's use the third cower. And we're going to use to create the ballet somewhere over here for his Barry, for his mouth. Also, the front part of though. And I'm just blocking out the shape. And after that we're going to add the details. Just like that's creating this this front shape. His belly, his mouth are going to use this ladder cower. And as you can see already starts, I've already started to define some shapes. All right? And as you can see, this texture is working pretty, pretty damn good. Let's come back to this one and just cut a little bit here. Just like that. I'm gonna go somewhere here. Maybe bring it to the beak all the way down, somewhere like that. And it looks like a shield, some kind. But it looks good. All right. Also you probably noticed that we can use symmetry from here. You can choose X, Y, or Z for your symmetry. I'm working on X. And it's pretty helpful. So as you can see, we don't need to paint the both sides. Alright, so let's move on. Alright. Let's add some details over here. Some details beyond the beak. I'm gonna change my brush. I'm gonna make some triangles over here, something like that. Maybe like this. Make our brush a little bit more. And as you can see, the software texture is making this look very dude cartoonish. Let's create two more here. So I highly recommend you guys to experiment and don't follow my pattern for the oil. Create your own. Think about your own ideas for the texture. And I want to see your imagination working and your final product in the project settings. I'm gonna be super excited to see what you came up with for the texturing part. So I'm just going to clean up this triangle to look, to look more like a triangle right now. Something like this. Alright? And now we're going to add some more details over here. I'm gonna select this one. Maybe a new triangle. Let's try. I need to create a straight line like this. And I'm going to fix it a little bit later. Just like this. It's pretty fun process to texture. Because everything that you came up in your mind, you can try and process it. If something is not working, you can pretty easily delete it over, paint on it. Alright. We could maybe add a little bit more detail, some dots over here. Something like this. I'm just freehand painting. Just give that feeling of, you know, stylized texture painted by a hint. Let's try like this. I'm deciding few dots over here and over there. And as you can see, it's already started getting some good texture and shape. Alright. So moving further, we're going to need to create, for example, maybe wings on our oil. So I'm just thinking on how to create our wings, just trying to figure out the process, but I'm going to use some of the brushes. And I'm just gonna draw the wings just on the body and create the details. So at the moment he doesn't have any arms or stuff like that. And I'm just going to use this brush to start from here. And width strokes. Let me just control z and just try to create a good straight line over here. And to create looking when something like this, it's turned out to be a great shape right now. And now I'm going to add a different color just to, you know, create a difference between the body color and the wink. And I'm just creating something like feathers. As you can see, something like this. So look more natural. I have to be careful not to go out of the line of the blackout of the black wine, just missed out his hand. Something like this. And as you can see, it starts to feel like a feather. Something like this on right? Something like that. And we have created the blackout of our arms. Let's see. I'm checking out the angles. It looks good. All right, let's select the scour and let's continue his arm up here. Something like this. Let's try it. Let's try and delete the little bit of the black. Sometime like that so it can start maybe half the way of the body. I'm just going to smooth it out a little bit to the feathers over here. Something like this. And that's looking pretty nice. Alright? So you can think of and create your own wings. And that's kind of fine for his body. So let's move on and let's create the beak last lecture, beak. We can click Control tab object mode, and click. Control tab and texture paint. Or you can also just go to layout and click on the beach and go to texture. But you can choose which method you can use. Alright, so let's continue. And as you can see, our objects are grayed out, which we will not texture. So let's texture the beak. Alright. I'm just going to fill it. But I'm just going to feel with this lighter material, this level yo car. Alright? And I'm just going to texture it right now. Alright, I'm going to select this one. And let's not use the flat color. Let's select the brush. And let's start and create the mouth. I just want to create here a shading. Just like your cover. I'm just going to make this to pop out. You need to be careful because it's pretty tiny. Our sculpting, something like this. I'm just creating the the shading over here. So from from distance you can see the melt where it is. And that is for the be pretty easy. Here you can see. And now I'm going to select the eyes as would be pretty cool. And let's continue with the eyes. So we need to go again in the texture painting, and let's start creating the eyes. The next thing I'm going to select this light color. Again, the few material, just double-click on it. You just feel them. And I'm gonna select the flats moving so I can draw with that smoothing. Alright? And let's start. I'm going to create a white triangle in the eyes. Alright, I'm going to start with here. You guys try and create different, maybe not triangle, maybe a circle, maybe some other kind of ice texture. But I'm going to use triangles, something like this. Alright? And I'm creating it pretty, pretty loose. As you can see, it's not straight Tango. I'm just going to fix a little bit here, something like that. I want not to be a perfect triangle and want to be more cartoonish. Maybe you can create something like that. And it gives different, different field when you create different shapes for the eyes. And let's adjust a little bit. The shape. Fixed like that with tablet is pretty easy because it's like you drawing on paper, at least for me. But with the mouse is occasionally. All right. Something like this. Let's just fix here. Long course or something like this. I'm just filling up the blank spots. Now it's nicer and softer. Alright. And as you can see, it's turning out to be pretty great. Oh, let me go to the edit mode and let me fix. On this vertex. And let's go to the proportion editing. And I'm just gonna move them. Maybe rotate them and move them a little bit. Here. I'm just going to select those vertices. I just want to move them a little bit to the middle of something like that. You can always make correction on your geometry. All right, that looks better to see, like he's looking straight forward instead of sideways. Alright. I pretty much like it, how it looks right now. You can also add more details there, but let's continue with the legs, control tab, texture paint. And again, we're going to start with alright, object more than text1 pain first and then we're going to feel again with the cower. They may select discover. Alright. As you can see, it feel it fills up everything, but we're gonna fix that. I'm going to select the shading and I'm gonna continue and created the nails. Let's use it to detect sharp parts where we can paint. I'm just going to paint right now over here. Just gonna select the paints. Boost up the size. And we can actually paint on the 2D canvas. As you can see, I can pretty straight folder forwards. Consider that this is the nail and this is easily done. Then in the 3D because I'm not going to touch the edges of the feet if I paint over here in the, in the 2D. Alright, let's try and just use the failure. You can just use the favor over here. You can pretty straightforward consider where is a nail? Which one is the nail? Just like this. All right. I'm just going to feel all the parts are the parts that are sharp. And I'm just finding the parts where they are, the nails. And you can compare and see which part is, is an arrow from the 2D view on the left to the 3D view on the right, they are updated realtime. So as you can see, while I'm failing, I've got updating the 3D view. Alright. There is some small parts here and there, there are left and are a bit hard to paint. So I'm just gonna use the brush. But first I'm going to select the right color. Not this one. Sorry, double-click. Alright, and I'm just going to fill up those parts that are missing. Just zoom in and do your work. Alright, so I just finish up our clothes. You need just to paint them. And only thing left are the eyebrows. We going to finish the eyebrows and we're going to be ready with the texturing. And in the next lecture we are going to be to talk about the rendering. So let's, let's first finish diagrams. I'm just going to fill them with the same color as the body. I'm just going to fill them. Let me check them out. But as you can see, they look a little bit woke Bali. And what I wanna do is I will need to create more details in our eyebrows. Let me just double-check the material because it looks a little bit different. Alright. It was not select. Ok. Now they're the same. And as I was telling you about, it looks a little bit more polish, so I'm just going to scope them a little bit more to give them a little bit of detail before we finishing up our eyebrows. Alright, so what do we need to do is we're gonna add a smooth subdivision modifier. Alright? And I'm going to select, I'm going to put it up here simple and apply. I'm going to add a second one. I'm going to move it upwards. Something like this. I'm going to apply it. Alright, so now I have details over here, and I'm just going to finish up and scoped a little bit of details over here because this is the only part of the body that left without sculpting. All right, I'm going to increase this a little bit. And I'm going to just make some straight lines for the eyebrows, something like this. Let's start painting. I'm just using my tablet and I'm just a little bit of texture over here, a little bit of strokes, something like this. Of course you can create your own pattern. Don't hesitate. Something like this, just pretty, pretty smooth. Nothing too fancy in matter of details, but something to be happened over here. Something like this, to look a little bit more realistic. Goto object mode. Let's go back to the paint, texture paint. And let's see in the layout. So this is kind of good. And let me just pull up our material. Let's go to the textured paint. And this is the end of our texture painting tutorial. I'm just going to fix a little bit here and there. But generally this is how your texture paint our o. In the next lecture we're going to finish up and render our all in order to get a final result and final image to show off. So thank you guys for tuning in. I'm just going to fix here and there. You can just take your time and fix also some cowers and maybe positions of dice. And I see you in the next one. Thank you for your time. Bye. 6. Rendering the Owl: Alright, so welcome to the final part. In this part we're going to render our oil and setup a little bit of the lightning. So the first thing that we need to do is we're going to need to go to the shading. And what I've done here, let me show you. First you are on your object mode here in the shading. So go to the world. Over here, click on the world and you can see the world output if you have any connections here, just select them and delete them. So what I'm going to do, I'm going to click it up. I'm going to type and environment texture. I'm going to click enter. So right now I'm going to connect my cover to my surface. And from the open, I'm just going to click and I'm going to select abundant slip way to K HDR. This is included in the project file so you can download it. And I'm just going to click on open image. And right now we have a reflection map applied, an environment map applied to our OL. So if I go here and click to see all my materials, you can see that we have this pretty shiny queued oil. And if I don't want shine such, such high intensity, I'm just gonna go to the object and I'm going to select the body. And from here, from the specularities, you can turn it down to the minimum or just, you can leave it a little bit here. You can also play with the roughness. How rough the object will be. Something like this. All right, so our object right now are pretty cute. Oil is ready for the rendering. So I'm just gonna go to File Import, and I'm going to click on the FBX. And in the files, if you have a render plain, plain, click on it and click import. Right now I have imported my plane and it is pretty small. So I'm just going to scale it and scale it up like that, or a little bit more. And I'm going to turn off the rendering. So again, fix it on my oil. Oil pretty fast. So what all is pretty good looking? And I'm just going to replace this rattling plane over here. And I'm just going to make it like that. And right now, what we have here, the Michaud you, is we're starting to getting a good trend or of it. But we need to go to the shading. And I'm going to select this white background. And I'm gonna make it a little bit dark. And I'm gonna make it a little bit bluish, something like this, maybe a little wider. And the next step, what I'm going to do is I'm going to add lightning to my scene. I'm going to click here. Alright? And I'm going to click shift a. I'm going to go to my lights and I'm going to add a sunlight here, going to move it a little bit up. And I'm going to click on again my shading. And I've just added a sunlight. And I'm going to try and change the angle of my sunlight, something like here. And as you can see, it's already dropping a shadow over here maybe. And I can go to the properties of my sunlight. And I can just most theta from here. As you can see, it gets pretty lighter. Let's see in the shading term how it looks. It looks very good. And we're going to select again display. I'm gonna make it met. So it doesn't reflect. And as you can see, our, our feet are not touching the ground. And we're gonna go to the learn mode. I'm gonna move it a little bit up. So it touches our feet. Something like this. I'm gonna go again into the shading and we have a pretty Cu and decent render of oil little bit. That's maybe something like this. Give the feed more, more connected with the plane. All right. It looks pretty good right now, a little bit too high. The intensity of the light. I'm gonna place like six maybe. And of course, you can also post-process this in Photoshop, cower, corrected, et cetera. Let's change angle. We're going to change it or here. Just like that. Alright. Let's go again into the shading to check how it looks. All right, it looks pretty good. So you can go now to render and click render image. And now my computer, we'll calculate the rendering. We'll go pretty fast. Because I'm on my desktop station, right? Doing everything very smooth and good. And this is your final result. Of course, you can play with the lightning, you cannot different lights, et cetera. But this is how you render your seeing and how you set up everything. Thank you guys for watching this lecture and this course. And I hope I see you in my next courses.