Create A Pixar Inspired Modeling Of A Monster In Blender | Zerina Bandzovic | Skillshare

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Create A Pixar Inspired Modeling Of A Monster In Blender

teacher avatar Zerina Bandzovic, 3D Artist

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

9 Lessons (1h 4m)
    • 1. Introduction Class

      1:11
    • 2. Importing The Reference Images And Modeling The Body

      9:19
    • 3. Modeling The Teeth, Thoung And The Horns

      6:53
    • 4. Modeling The Eye

      6:53
    • 5. Modeling The Legs And The Hair

      6:34
    • 6. Modeling The Arms

      6:35
    • 7. Applying The Materials

      7:18
    • 8. Posing The Character

      11:03
    • 9. Adding The Scene And Adjusting The Final Render Settings

      8:43
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About This Class

Hello guys! Welcome to the new Blender course!
My name is Zerina and in this course, we are going to be modeling this monster scene in Blender.
To start our character creation first of all we will need to import the reference images that you can find on and download on this link: Monster Reference. Once we import references we will be able to start modeling the character. We are going to be modeling the character piece by piece using basic modifiers and mashes. After we finish modeling we will then hop on to the materials, we are going to be applying basic materials and we will also play around with its properties. Then we will pose our character and prepare our scene.
For the scene, I will show you how to apply textures from the blender kit, and also we will create a magic ball in the corner. In the end, we will play around with our final render settings and render out the scene.
This course is for begginers and if you are an advanced 3d artist it can be useful for quick exercise or inspiration.
What are we waiting for?

Meet Your Teacher

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Zerina Bandzovic

3D Artist

Teacher

Hello, my name is Zerina, I am a co-founder of Render Craft Academy, graphic designer, and 3D artist. Creativity has been an integral part of my life for as long as I can remember even as a child, I've been interested in art and computers so I just followed my passion, and today I do what I love. Also, I have a lot of teachers in my family even my mother, so all my life I was trying to pick up their skills of teaching. 

I joined Awesome Tuts where I started my journey as a teacher and graphic designer. I have a lot of experience when it comes to teaching computer software for design and Computer Graphics. I preferably work in Blender and the type of work that I do is, sculpting and modeling low and high poly models.

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Transcripts

1. Introduction Class: Hello guys, welcome to the new blender course. My name is Eddie not. And in this course we are going to be modeling this monster seen in Blender. To start our character creation, first of all, we will need to import the reference images that I provided down below. Once we import reference images, we will be able to start modelling the character. We are going to be modeling the character beast-like be using basic modifiers and meshes. After we finish modelling, we will then hop onto the materials. We are going to be applying basic materials and we will also play around with its properties. Then we will pose our character and prepare our PyMOL scene. For the scene, I will show you how to apply textures from Blender kid. And also we will create a magic ball into coordinator. At the end, we will play around with the final render settings and render out the scene. This course is for beginners, and if you're an advanced 3D artist, it can be useful for a quick exercise for inspiration. What are we waiting for? Let's hop onto the videos. 2. Importing The Reference Images And Modeling The Body: Hello guys, welcome to the first video of this course. So as you can see, we are going to be modeling our character in Blender version 2.93. So let's begin. First of all, we will go to General. Here we can see our default cube, default light and default camera. I'm going to turn on my screen, gets geese for you guys. So here on the left inner corner you can see the shortcuts that I will be using. So right now I will press 1 on my keyboard. I will select everything and deleted. For. To start our character creation, we need to import a reference images. So I provided them for you. I will now just import them. So I would go shift a image, background or reference on desktop. It's going to be this one and this is the front. Okay, from now I will press 32, go to decide, add, decide one. And here we have it. So this will be our character. Now, on the first empty, I will go here to Image Properties. And I will set the depth to back. And I want to see the both sides in bold full perspective mode. So back both orthographic and perspective. Here you can see. Now I will press three, select this one, set the depth to back side to both MD perspective. So now I can see when I move in perspective mode, the character. So now I will go here and said this selectable, click on it. And here I will have these two arrows and I will deselect them, enable them for disabled it, so that I will not be able to select the images in, in object or in edit mode. So the first thing that we are going to model is the body. I will use Shift a and then I will add a cube. After we added a queue, we are going to add a subdivision surface modifier. Now I'm going to scale it down, bringing down here. And now I will be able to go to x-ray mode. So here or Alt on your keyboard. I will select it, then pull it down and extruded one time here, scale it down. And here I will have the body. Okay, if I go to side, you can see here that it is on the line here. And now what do we want to do is we want to decrease the number of subdivisions in viewport and in render to one so that we have low poly, low poly body here. I'm going to apply it. And now I will be able to model out the mouth and the eyes. But first of all, let's go with the month. So I went to object mode, selected only this vertices here, go now into the X-ray mode, CIF, only that vertices selected. I will press V on my keyboard and pull it down in zed axis, like so. So now I will have to parts here. Now I will go to I will add a subdivision surface modifier and increase the number of subdivisions to two just to see how it looks like. Okay, So now as well, I will go one more time and apply this model, the modifier. But first of all, I will scale up the model as well as the bottom audit. On this side, it looks like this. So I'll move a little bit closer to the to dereference. Okay, now on-site day Dad, I will apply this modifier and let's start creating the lips. So I will select the whole thing by pressing Alt and click on the edge. I will move it up here. And now I will select these to grab them in y-axis. Or for me it will be easier just to select a hat. This hat delete the phases and then add the mirror modifier to it. Wouldn't call it pink. So right now, what I did here on this side, it is going to reflect on the opposite side. Okay. So this is going to be the mouth. Let's see. So one more time, I will add the mirror, the subdivision surface modifier and you can see how it looks like. Okay, it creates this nice looking thing. Okay? So I'm going to move this and align it better with the reference image. And now I will go to side and see if it is on the correct part here. Okay, it is. So now I will press E Y to go inside. And you can see how it is creating this part here as we want to be. Okay. Once I did that, I will go here and move this one in y axis. Okay, I will move it a little bit more just to be here. Now, I will move this one down and I will add one loop cut here in the center. Let's move this one up. These in y axis. Right-click Shade Smooth. And here it is. So now I will select the back and I will grab it old way inside. Once I did that, I will press S. Okay. So that is it for the mouth and we are going to increase the subdivision. And you can see now that we don't have those rough lines on the sides. So that is that. And I'm going to press S to scale it in zed axis inside. And I will have it here. Okay, that is the mouth. And also 11 thing that we can do is we can select these two word is he's and grab them a little bit higher. Like so. And these as well, we are going to see what to do later on as well. So I'm going to select these vertices and let's grab them a little bit to the x-axis. So I'm going to bring them here. And I'm going to pull these down here just to see how it looks like. Okay. We are going to be going one more time or adult the mouth area. Now, we are going to be scaling everything up it in exit x's. Now we're going to grab it. Why? And pull it down. Okay. So those are that is the mouth part. And we can go one more time over this part and just grab it in y-axis. Once I did that, I will grab this half up here, like so, and this part down. So as if he is smiling or she's on it. So now let's move this part and see, okay, it is right where it needs to be. Now, I will select this park here. I will turn on D proportional editing and I will scale it up a little bit only. Okay? So that is it guys. With the, with the mouth. We can move it a little bit down here without proportional editing, of course. Okay, so guys, that is old for the first video, but here we have a problem. So I need to move it a little bit in the y-axis. And I will press W, w, j and go to side like this. And we will not have that problem here. So I will just grab it in y axis without this one in y-axis and debt in x-axis. Just to bring it out a little bit. Once I did that, I will bring these in y-axis as well. So I will make sure did I have occurred here where the lips are, as well as for these two. So I will grab them inside a little bit older. And here we have it. So guys, in the next video we are going to be creating the teeth and tongue as well as the hordes. So I will see you there. Bye. 3. Modeling The Teeth, Thoung And The Horns: Hey, what's up, guys, Welcome back to the second video of this course. So in the previous video, I showed you how to import a reference images and also how to model out the body and the lips. So the next step we are going to do is we are going to make the teeth and the tongue. So let's talk on writing real quick. Let's just move the mouth in x-axis. So to shorten it, now, we are going to be adding the queue, scaling it down. And we are going to be adding subdivision surface modifier. We are going to be increasing the number of subdivisions in the viewport and in render 2, 3. Once we did that, we will position the tooth where it needs to be right here on the reference image. And now I will select the bottom, scale it down, bring it down. And then I will scale the top here. And now I will wrap it tooth to the front scaling in y-axis, x is n. Let's see, Let's position it here. I will rotate it in z axis. And I will pull it a little bit closer to the front. Right, Right. Click. Shade smooth. Here it is. Let's move it back little bit. Okay, so now, once I did that, I will press Command a or Control a. And then I will set the location, rotation and scale. So I will apply it. Then I will go here, add modifier, and I will add the mirror modifier. Once I did that, I will put the mirror modifier on top of the subdivision. Here we have our teeth. And now for the thumb, as well as the same procedure goes to design as it did on the. So we are going to press Shift a to add a cube, scale it down, bring it down, add the subdivision surface modifier, increase the number of subdivisions to three. Now, I will go to the side. I will scale it an x-axis. Then I will scaled back of the sign. Just press S. Now I will select this face, press three extruded, extruded. Lastly, like so. Now we can see that are assigned in the reference image is bigger, so I'm going to scale it up, grabbing in y-axis and pull it up quickly. Well, that's gravity. I'll add a bit more in zed axis and scale it up like this. And grab the tip of the thumb. Okay, let's kill it. The global incumbents in zed axis so that we can see the inside. And young guys. So that is it. And you can see that the teeth are a little bit at the front. So I'm going to select them and join them here. Okay? And now they follow the reference image perfectly. So that is that now I will go 1s here and I will move these two vertices to the front. Like so. So that I have a perfect, perfect half circle here. Awesome. So now guys, we are going to create the horns. But let's select the top of the head and add the proportional editing just to scale it a little bit only up. And now we are able to add the horns. So I'm going to press Shift a to add a cube, scaled it down and bring it here where the horn is. I will rotate it a little bit only. Then I will go here on Add Modifier, add a subdivision surface modifier and increase in number of subdivisions to three. Once I did that, I will go to x-ray mode. I will set a goal without the proportional editing. So I will select these vertices and align them here. Then I will align the rest of the vertices with the reference image. So like so, and extrude ones. Rotate and extrude more and more time. So I'm going to scale this bart old way and adjusted here. Then I'm going to move these vertices around and see what I need to do. So I just rotated the top, the tick to all of the horn. Now, I will make sure that these follow the line perfectly as well. And for the bottom, we will do the same thing. So let's grab and move this one and this one. Now. And we will just add the loop Godwin, control our motors inside. Here we have it. I will pull up this part a little bit up so that I have this perfect curves here. And let's see. I will steal it in y-axis and gravity where the horns are right now. Once I did that, I will rotate the horn a little bit and grab it in x-axis. Once I did that, I see here that I need to be voting it. Rotating it in zed axis is a little bit more. And then I will grab it in white and perfectly align it with the reference image here. Okay, once I did that, I will press Control a to apply the location, rotation and scale. And then I will add the mirror modifier. Select the horns, right-click Shade Smooth. Here we have the horns. So guys, and the next video, I will show you how to create the eye. So I will see you there. Bye. 4. Modeling The Eye: What's up, guys, Welcome back to the third video of this course. So as you can see here, we finished modelling the body defeat, the tongue. Also we modeled out the horns. Now the next step is the eye. So I'm going to select the body. Then I will go here in edit mode. But first of all, we are going to be adding the mirror modifier, so Control a to apply it. Now, I will go into the Edit mode and select the parts of the eye. So this whole thing here is going to be the I. But first of all, I need to select the center, right-click Loop tools circle. If you don't have this option, just go here under Edit preferences. Type down here a loop, and check this box. And once you press the right flake in edit mode, you will have these options here. Now, once we've done this, I will scale it up and then I will extrude it in y-axis. Once I did that, I will scale it down. Let's kill this one a little bit more as well. And pull it down. Also, we are going to do the same thing here. Here, here, here, and here. So grab it down and see where the eye is. Now, I will select the center one as well and gravity old way inside just to see where the eye is. So we are going to be moving these from the sides as well. So I will press this one and w j to move it. But I will also go into the Edit mode and delete this half so that I will be left only with this one. And I will add the mirror modifier. It is going to allow me to work more efficient. So I'm going to allow Clipping. Press 3 and c. So now I will go back here. Add a loop cut in the center. Let's move this to the front to make like brow browsing. Then I will move the whole part here in the y-axis and this, I will move to the bottom. So I will create like a pocket here. Then I will do the same thing here. So I will select these and move them in y axis, as well as a Fordist knows like bark and old. So here, this center line, I need to just deselect these by pressing increase, by going down with your wheel are on the mouse wheel. Then I will go to the side and grab it in y-axis. Like so. And now I will press Shift a and I will add a sphere, rotates your x-axis by 90 degrees. So that this part is going to be right dear. Scaling down, bring it up here, press three and brigade as front. Once we did that, we will see on the render, on the reference image how it looks like. Okay, once we did that, I will move this part a little bit more inside C. All right, so the whole part here to the y-axis. And let's add one. Look at here. Just grab it and scale it down to be larger. So I will now go into the Edit mode. Get rid of this loop and just bring this one inside. Selected shade smooth. Here we had it. Let's go to the site and see. I see. So guys, in the next video, I will show you how to model that. And also the here. So I will see you there. Bye. 5. Modeling The Legs And The Hair: Hey, what's up? Hey guys, welcome back to the fourth video of this course. So now we are going to be modeling the legs and also the hair. But previously I'm just going to move this one a little bit more often. That is all. So I will add a cube and scale it down and then put it where the leg is. Here. Now, I will add a subdivision surface modifier and increase the number of subdivisions to three. Now go to x-ray mode by pressing here or by pressing Alt Z on your keyboard. Now, I will adjusted right here, scale it up, extrude. I will illustrate the ones extruded to whites. Scale it down here. Now what I did at what I will do is I will scale this whole part. We will then select the leg added where the leg he is here on the reference image. And move these vertices So they create the lines on the reference image like this, this one inside and this one as well. Here it is. And also this one I will move in y-axis. It x axis. Yeah. So now I will select the bottom here and extrude it down. Once I did that, I will move it all the way down where my leg is. The bottom of the leg. I will grab this one up and add a loop cut right here. So did now I will have the ankle there. Let's scale this one up as well. So now I will select the front font part. So the front of the leg, and then I will extrude it in y-axis all the way here. And also I will extrude this part as well. And just to move the vertices where they meet, where they need to be. Now, once I did Dad, I will select everything in scale, it the whole part in Zed x, bring them down. Okay, I will go like this. Then I will select the top here and move it up just a second. Because we need to scale it in x-axis like this, as well as the bottom here of the, of the like. So I will scale it old way like this. And now I will be able to move it down. Once I did that, I will select only the bottom of the leg and I will insert a face. Like so. Now I will move this one down. And I will add one more loop cut in dissenter. So did I can create like a buffer. We're like, Okay, well let's move this one down, this inside and move this one out. To the front. I will select the front here, scaling in x-axis as well as these two. So I will kill them in x and these two as well. So I will scale them in X axis so that I will create a point t. So now let's move these. I will select this one and on the opposite side as well, I will press W j, convict index axis, as well as these two skilled in X. Well, so this is the, this is it. And I will also scale it a little bit more inside as well as for the ankle. Like she never mind if it is a little bit smaller. But yeah. So that should be it. Now once we are done, I will select the whole leg, control a, apply the location, rotation and scale, and then go here and add a mirror modifier. Put the mirror modifier on top of the subdivision. And here we're days. Now we are going to model our data here by clicking on the character. Now we will go up here and I will this, I will apply the mirror modifier in object mode for desk one. Select. Then I will see where the terrorists, so this, this will be the first one. I will extrude it once and then twice, move it down here, scale it all the way down. Now in x-ray mode, I will scale this as well. Like so. Move and rotate. Let's grab this one up a little bit as well. And here it is, the first strand of hair. Now let's do the second one. So I will select these four vertices here. Press one, going to the X-Ray mode, extrude once to twice, scale down. Move to the top point, select the bottom ones, scale them, and move them like this. Well this one and rotate. So let's add one more loop could here in the center just to see how it looks like. Yeah. So we will do that. Just add one more. Look good in dissenter here. And it will create perfect here. So let's move this one here and this one here. Okay guys. So we are done creating the here and the legs. Now the next step is we are going to create the arms. So I will see you there. Bye. 6. Modeling The Arms: What's up, guys, Welcome back to the fifth video of this course. So right now we are going to model out the arms. The first thing that we are going to do is we are going to press 7 on our number pad on our keyboard. And we're going to be adding gate cube, scaled that down, and move it in x axis, scale it one more time. So now I'm going to zoom in, go into the edit mode by pressing Tab on my keyboard, press Control, press Alt Z, or just go here and select it. All deja going to D X-ray mode, select the top vertices and extruded a few times, like so. Now I will select these two vertices or these four vertices extrude them once. Now select the bottom ones, extrude them, and the last one extrude them there. Now, I will move these vertices a bit far from each other because we are going to be adding the Boolean subdivision surface modifier. Now, I will know this inside a little bit and extrude. Now we will create this TM. So I will add one more time and once. Okay. So this is a sum. Let's move with delivery front. So now I will extrude, scale it down, extrude one more time and scale it down. Once we did that, we will then add a subdivision surface modifier, increase the number of subdivisions 2, 3, add to loop, gets 123 there, and one more time. Loop cuts here, so that we get fussy. Buffy fingers. Now on the top here, I will add one more, one loop cut here as well for that song. And then I will move this by pressing G, J, JJ animals then move it inside. Now, I will play around with these vertices here. Like so. Okay, once I did Dad, I will select the hand. I will scale it down and grab it in x-axis. So it's going to be right here where this arm is. Press three, grab it in y-axis, and let's see if it up. Yeah, so it is going to align perfectly. Now what we are going to do is we are going to press right-click Shade loop tools. Now onto the last one. Okay? Now we will extrude once. Then we are going to extrude twice. Okay? So once we did that, I will scale this down, move it down and scale it a little bit. Now, I will be able to create the shoulder by scaling this part here, grab it inside and add one loop, cuts into the middle and grabbing old way to delight site. Now I will move this one down. I will add one loop cut as well here and scale it up. For the forearm. Here. I will add one loop could hear as well. Anymore, we'd write here, scale it up a little bit, and here we have it. So I'm going to scale down this board here so that it build better follow the reference that we have here. Okay, So this is the hand and I'm going to adjust it real quick. So in X-ray mode, I will move these vertices a little bit down and old. So let's create the top faces here, go here, change the pivot point, origins and skill it a little bit down. Like this. Move these vertices to the x-axis by preceded by selecting them and pressing J. Here we will have the hand. So I will press seven. And this hand is a little bit longer than I anticipated. So I'm going to dissolve these edges here, grab it in x-axis, and add it here. Okay? So here we have the hand. I will go one more time and select these vertices is killed him down the thumb. And also I will create this part here. So this should go inside as well. So I will press heaven and will be inside. Now, once I'm in x-ray, in edit mode, I'm going to select these two, so decides parts of the, of the pinky and onto this one. I will press C to this, to unselect these. And then press jj to pull them down and create more of a handshake. Like so. I will make it a little bit up this part. Okay, once I did that, I will select it. Right-click Shade Smooth. Let's move it a little bit to the front. So she's going to be right here. Now once I did that, I will select it, Control a old transforms, and then I will go and add it to the other side using the mirror modifier. We will see how it all looks like. Here we have the model, so we can go back here and check is everything, if everything is okay. So I will go ahead and do that real quick to adjust it. And yeah guys, so that is all with the modelling part. Now, let's hop on and add him some life by adding the materials on. So I will see you in the next video, guys, Bye. 7. Applying The Materials: What's up, guys, Welcome back to the sixth video of this course. So as you can see here, we are done modeling our character. Now we're going to apply some materials. I'm going to select the top, the first reference here that I have. And I'm going to move it in x axis just to see the colors that I want to use for my character. Now, I will go to material preview here, and then I will select the body and then go here to my shading material properties. I will add a new material that is going to be this pink. So I'm going to try to find it here. Again, here it is. And then onto this one, I'm going to turn, turn up a little bit on the subsurface. So only a little bit. And then I'm going to turn down the roughness so that he is going. And also I'm going to increase the specular little bit tonally because this is HDRI on the material preview, we can change the material previews here, the HDRI, so the different environments that we want to see our characters, character in. So this one is pretty nice. So we are going to be using this one. Now onto this one, I'm going to add the new material for doubt, arms and the legs as well. So now I will go back here and change this. And change this environment to the last one. They can see it here. And also I will increase a little bit the reference like this. Okay, once I did dead, I will select the song. I will add a new material that is going to be pinkish. So let's try to find it. So we are going to make it with pinkish lie this, that this one is going to be pretty. So now I will go inside of the lips, inside of the miles and I will select this. These two faces that I have, I will President controlled plus one time. And then I will add a new material, which is going to be this one. But I will duplicate it by clicking here. And now I will be able to just move this down and assign this material. So there's going to be darker than this. I will add it here. Well, I will make it darker. Onto the teeth. They are going to be white material. They are assigned there. For the eye. We are going to be creating new material that is going to be white like this. And also I'm going to decrease the roughness, then increase the transmission here so that it is looking more like can I increase alpha with the roughness? And also, let's increase the specular. It looks more like a like a glass and then we are going to make sure that it doesn't. So I'm going to increase the roughness. And now it's better. I will now select it and go to Edit Mode. Now, without the X-ray mode on, I will select the center vertices. I will press Control plus a couple of times, so 123 times. Then I will add the new material with this plus adult material that is going to be black. So I will go here, actually add a new material that is going to be this one. Just duplicate it and change the color. Black one. Sign. Here it is. So you can see that this is a little bit larger than the reference image. So what I'm going to do is I'm going to go back here, select this row here, assign this material. And then I'm going to select, select this part here. Add the so like this one, Control B to bevel it. And now I will be able to add the black material to this one and assign the white material here. I will. Kelly Donald look a bit. Here it is. So we can make you like a larger by selecting these vertices. Sure. Okay, then assign this material and we'll look here, we have the eye. Now, what are we going to do is we are going to select the Horns, add a new material, go into the Edit mode. We will add the pinkish real quick. So it goes to yellow, like yellowish, this one. Then onto this one, I will add, first of all, let's go ahead and turn down there for this one. So it is Chloe. Turn up this bachelor. And now I will add a new material that is going to be this one. So 000 six and duplicate it. Change the color to pinkish. Assign. And let's see, it is a little bit darker, so we are going to make it a little bit darker to the rat. Yeah. So we are down with debt. Now for the lips here, I'm just going to move this up a little bit just to see how it looks like an old so we can go inside here and scaling outside. Just scale it up to now it looks much better. So guys, in the eye, I am now able to select these two and delete them. So I will delete the reference images by pressing X and select this one and press. Okay. So now we are done with that. Now guys, we are going to position our character and we are going to render it out. So I will see you in the next video, guys, Bye. 8. Posing The Character: Hey, what's up, guys, Welcome back to the seventh video of this course. So now we are going to position our character to pose it. So the first thing that I will pose are his legs. So I will go into the Edit mode, go into the material to molecular properties, and applied the mirror modifier. So I will click here and press Control a or simply go here and applied above, we need to go into the object mode. So I will apply it. Now. I will select this 1 first. So we are going to pose it as if he is reaching for something. So now I will press V, I will rotate this a little bit and move it in y axis, like this. And this one, we will select gravity in y-axis. And I will select only the bottom here in x-ray mode and rotated like okay. I will list them out a bit more away from each other. Y-axis without the proportional editing. Awesome. This one is a little bit far. Too far. Okay. He is reaching for something. And now let's make his hands as if they are reaching for something as well. But first of all, before we start, Before we apply the mirror modifier and we start posing the hands. We are going to pose the fingers with the mirror modifier. So I will just bring this down and bring this. Okay? So now the fingers are going to be a little bit bended. 0 what I mean by a bed about bended. So I'm going to rotate this finger in x-axis. So it's going to be like so. And this whole finger is going to do the same thing. We're going to bend it to the side. So I'm going to rotate in z axis like this. And now the thumb, press 7, select the thumb, can rotate in x axis as well. And bringing down like that, bring it in y-axis a little bit. Rotate it. Now, I will move this finger and the pinky down all the way to de-select where it is His, which we don't need. And I will grab it down. These bottom ones as well. So grab it down and I will rotate it in x-axis a little bit more. Let's shorten it to look. Quit as well. Grab it in x-axis. And let's move this one down. Rotate, grab them down. And grab this one, and grab it in y-axis as well, so that we don't have any problems here. Okay? I like the way my fingers are right now. So now I'm going to apply the mirror modifier. Then I will start adjusting this hand here. I will now select the whole, the whole palm, rotate it like this. Then I'm going to select the whole, whole hand and the bottom here where the elbow is. And I'm going to rotate it like so. Grab it in y-axis. Now I'm going to rotate it even more in z axis. So I'm going to grab it in y. Now. Gravity Next. Here it is. Now I will select the whole, full arm, depress one and I will rotate it so it goes down. And closer to the body. I'm going to grab it in, rotate in z axis and grab it in x-axis. Like this. Okay, Let's move the top of the, of the pinky here. So I need to go in, in object mode here. Because I think that it looks point t. And we are going to change that right real quick. So now that is that for the fingers afford the pinky. Now for this one, I will be loving to move it in x axis eloquent as if he has the here and this one as well. So I'm going to grab it in the x-axis and movie. That is this for this arm. Now I will do this, the BRI, much same thing for this one. So I will rotate it in x-axis. I will then rotated in zed axis here, grab it down, rotate. Let's go back and move it like so. Bring it more closer to this part here. I will rotate the whole thing and zed axis. Then I will grab it in x-axis and grab it in y-axis. So let's move slowly down and rotate so that it goes down. We are going to change the position. So I'm just going to rotate it a little bit more and add it here. So the hand down the bottom. See how this looks like right now. And we want to grab the whole the whole hand and pull it inside as if he's reaching for something. And also while we, one thing that we also want to do is we want to make them excited. So we are going to position his mouth. We're going to open them a little bit only without selecting the back here. I'm going to move it like so and scale it in x-axis. Let's go top here as well. So the top lips, I'm going to pull up MDs. I'm going to pull down like so. You can see how excited he's. Now we are going to make damn political will grow here by moving these down. Here. Let's add a loop, good, and see what we can do. So I'm going to bring you to here. Let's grab it up. So he's very excited. Now, I will select the top part, only the top without the hands and the legs. And I will press Control P and I will set parents to object. Right now, I can move the character. But first of all, I will press Control a and said old transforms to this one, to the center. And now he looks as if he's reaching for something. I will move the legs on the y-axis. He is. So we can't go back and grab it. Grab him one more time, rotate him a little bit of well, let's see if we need to change anything. Let's move this arm down a little bit. Okay, Let's rotate him like so. We need to move this handle down as well and rotate the top. And now everything is fine. So guys, we closed our character and we can make him a little bit more excited by moving the inside part. So the middle part down like this. And we are going to old film with the sound so that it goes outside a little bit more. Okay, so I will go to Render Engine and I will change it to psychologists as you how it looks like in cycles. I will add a light, area light, and move it up, scale it, and change the power to 100. Let's press, Let's go press three rabbit in y-axis and point right on our character. Let's see how it looks like. He's really excited. So in the next video, guys, we are going to set up our scene and we are going to render our character. So what are we waiting for? Let's talk. 9. Adding The Scene And Adjusting The Final Render Settings: Hey, what's up, guys, Welcome back to the eighth video. So in this video we are going to create a scene. First thing that we are going to do is we are going to add a plane to the scene. So I'm going to press Shift a mesh plane. I'm going to scale it up all the way. Put it right here. We need the feet and go to material preview just to see the image clearer. I'm going to pull this up. Scale it all the way down, all the way up, like this. Now we are going to create one more for the wall. So I'm going to rotate this plane in X axis by 90 degrees, and I'm going to scale it up, grab it, grab it, and move it in y axis. Okay? So here we have the two planes, so the bottom one and the sideline. So now we are going to create the floor effect using a blender kick and using the material. So I'm going to press N, the texture, I'm going to press N. And here I will have the screencast keys. So here on the left inner corner you see a deferred because it I will be using in Blender kid. I will go here on your materials, click it there, and then I will go here and type down floor. You can choose whichever depth texture you want. But I want one particular. So I'm going to be using, Let's see. We will go one here. Let's go back. So I will use this one. Wouldn't source crashed? I will draw it, draw it and put it right here so you can see how it looks like. I'm going to go now in edit mode on to this plane, press a to select the thing, and then press Q Smart TV project. Okay? Then once I did that, I will go to UV Editing, select these four vertices and scaled them up higher so that it will create this pattern. So we will have multiple of these parts. Now, I will select the wall and go here and go under the categories, go down, and then I will go to ornaments. Now, I will use this one because it looks like a bookshelf. So I will select it and drag and drop it to the plate. Once I did that, I will do the same thing as I did to the floor. I will go into the Edit mode, select it, press you smart UV. And okay, then I will go to the editing. I will select the whole thing and scale it up like this. Now this looks too much scaled-up. I will see how it looks right now. Yeah. Now it's much better. Once we are done with that, we will now add the camera, so I will press. But first of all, let's hide this. Okay? And also if you don't have blender kid add on, just go here under Edit, go under Preferences and type here. Blender, blender kit. Here, check this box and once you press Enter here on the bottom of the item, you will have lender kid and you can choose from there. Now, we will add a camera, shift a to add a camera, press three gravity in y-axis and now presses 0. Once you press 0, we will use shift and period key. The period key is the the key beneath, above the Tab key on your keyboard. Now, I will press a cue to go down and S to zoom out. So I will create something that looks like this. Now let's go in and render mode and see how it looks like. Also, let's move the floor so I can see these two points. Let's move it in y-axis as well. More. Okay, Here we have it. Now what I will do is I will select the point light. I will change the color to a bit yellowish, only a small amount yellow in there. And I will increase the number of volts to a 100. Now once it's dare, I will go and move it a little bit more, farther from him. And then I will see how it looks like. Okay, now I will go to my camera's settings and I will change depth of field. I will check this depth of field, select him. So I will select my character. Now, I will go into the material preview. I will add a sphere. I will add a sphere, scale it down like that. Press three, I will grab it in y-axis and then I'll press at 0. I will add this sphere here, right on this side. Okay? Once I did that, I will make it a little bit smaller. I will change the I will change the angle like this. And also I will rotate a little bit and the legs of my character in zed axis only a little bit like so. Okay, now once I added this sphere, I'm going to shade smooth did go into the Edit mode. But first of all, yeah, we can go to the Edit mode right now. Extrude and scaled this part here. Once we did that, I will go here to material. I will add a new material and the surface I will change to a mission. I will then change the color of the emission to open a little bit yellowish. And then I will increase the strength real high. So it's going to be, I don't know. Let's put it at 20. Once we have it there, I will add the plus here, going to the Edit mode. With this selected, I will, Let's see, with this selected, I will then go here, add a new material that is going to be brown. Dark brown. A site. So this is like fortunetelling something. So now I will select this area light that I have here. I will duplicate it and put it right here next to it. Rotated down a little bit and change the power to 100. It looks like in render mode. That's rotated closer to the character 0. See how it looks like. Okay guys, I think that that is it. So guys, I hope you like it. And here in the render, in the render properties, we are going to make some adjustments to sew into de-noising. I will turn it on. I will also, you can play with the color management. Let's see how this is going to look like. This is going to give it a little bit. You can glare, okay, so I will use the high contrast, or let's see, the medium and the high. I will use the high contrast for this one. And yeah guys, so dizzy de-noising is on here on the output properties, I would choose the file in which I want my my render to be located in. I will render it out as a ping gene. Okay? And yeah, so that is it. I will see you in the next video, guys. Bye.