Create Jake And Finn From The "Adventure Time" | Zerina 3D | Skillshare

Playback Speed


  • 0.5x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 2x

Create Jake And Finn From The "Adventure Time"

teacher avatar Zerina 3D, 3D Artist And Animator

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

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

10 Lessons (1h 23m)
    • 1. Introduction Class

      1:32
    • 2. Importing The Reference Images Of Finn And Modeling The Body

      7:54
    • 3. Modeling The Arms And Hands

      13:06
    • 4. Modeling The Legs And Feet

      8:30
    • 5. Modeling The Ears And Face

      5:57
    • 6. Modeling The Back Pack

      7:07
    • 7. Applying The Materials

      9:34
    • 8. Importing The Reference Images For Jake And Modeling The Body And Hands

      9:29
    • 9. Modeling The Legs And Ears

      5:50
    • 10. Modeling The Rest of The Body, Applying The Materials And Adjusting The Final Render Settings

      13:58
  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels
  • Beg/Int level
  • Int/Adv level

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

64

Students

3

Projects

About This Class

Hello guys, welcome to the new Blender course! My name is Zerina and in this course, I will show to the easiest way to model out two really popular characters Jack and Finn from Adventure Time!


We are going to cover all the basic and beginner steps on how to model simple characters in Blender.

First, we will import the reference images of our character which you can find here Jake And Finn References
 We will start modeling Finn The Human part by part from the body to the last part which is his backpack. Once we finish modeling Finn we will then apply the materials onto the character itself and also we will add texture images for his face.

Once we finish modeling and applying the materials to Finn we will import the reference image for Jack and as Finn, we will start modeling the body and at the last, we will model his eyes and face. Once we finish modeling we will then apply the materials to Jack and then we will position them next to each other and play around with the final render settings. We will be adding an HDRI to the scene for our light as well.

This course is mainly for beginners because we will cover all beginner steps on how to model a character but if you are an advanced 3d artist it can be helpful for a quick exercise.
Have fun and enjoy let's hop on to the videos guys! ^_^

Meet Your Teacher

Teacher Profile Image

Zerina 3D

3D Artist And Animator

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.

See full profile

Class Ratings

Expectations Met?
  • Exceeded!
    0%
  • Yes
    0%
  • Somewhat
    0%
  • Not really
    0%
Reviews Archive

In October 2018, we updated our review system to improve the way we collect feedback. Below are the reviews written before that update.

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction Class: Hello guys, welcome to the new blender course. My name is medina, and in this course, I will show you the easiest way to model out to really popular characters, Jack and Finn. From Adventure Time, we are going to cover all the basics and beginner steps on how to model simple characters in Blender. First, we will start modelling FIN part by part from the body to the last part, which is his backpack. Once we finish modelling thin, we will then apply the materials onto the character itself, and also we will add texture images for his face. Once we've finished modelling and applying the materials to fin, we will import then the reference image for Jack. And as fin, we will start modeling the body. And as last, we will model his eyes and face. Once we've finished modelling, we will then apply the materials to Jack and then we will position them next to each other and play around with the final render settings. We will be adding an HDRI to the scene for our lights as well. This course is mainly for beginners because we will cover all the beginner steps on how to model a character. But if you're an advanced 3D artist, it can be helpful for quick exercise. Have fun and enjoy a laptop onto the videos, guys. Okay. 2. Importing The Reference Images Of Finn And Modeling The Body: Hey, what's up, guys, Welcome to the first video on this course. How to make a jack and Finn from the Adventure Time in Blender. So as you can see here, we are going to be modeling in Blender version 2.92. So let's get started. We are going to click here on general. And here we can see our default light, default cube and default camera. So we are going to select everything with the box, select press X and deleted. So I'm going to turn on the screencast keys guide. So here on the left inner corner, you give shortcut that I'm going to be using for this and for discourse. Now, I'm going to press 1 on my keyboard and let's add the reference images. So first of all, we are going to model the fin and then we're going to model out the check. So I will press Shift a, and then I will go here, select the image and set it as a background or as a reference. So you can choose whatever you want from those two. Let's go here and we're going to go with fin. So fin front select him here. We did see fin and I'm going to press three now. Exactly the same Shift a, go as reference and cite. So you give CDs to how they look. And now I'm going to select the first image that I added. Go here under Object Data Properties. And here I'm their depth. We're going to set it to back. And yet now on the side one, we are also going to set the depth to the back a lot. So we now can see it. And let's go here under Filters, select this selectable and then the select these two arrows. So we are not going to be able to select the images right now. Now, let's get started with modeling, guys. We are good to first of all, add a cube, scale it down, grab it up, and let's go into D X-ray mode by pressing Alt Z, all Z on the keyboard, or just going here and clicking with the left-click. This is with the toggle x-ray or the transparent mode, and this is out of it. So I'm going to press all set. And now I'm going to go here under modified Properties, select the subdivision surface modifier and increase the number of subdivisions in the view port and in render mode, 2, 3, scale it up, right-click, Shade, Smooth and whatnot. So right now I'm going to select the top path and extruded like this. And let's go with this one as well. Like so. Once I did that, I'm going to be adding a loop cut right here in the center. And let's select this side, delete the vertices. We are going to be left only with one side. Now. We have the one side. I'm going to go here under add modifiers, select the mirror, put it on top of the subdivision and allow flipping. Right now, I will be able to move this side only and it is going to replicate on this side. Now, let's go and slowly add these little details. So we are going to, we are going to make sure that it follows the reference image here. So I think that I'm going to move the first image a little bit to the right side. Like so. So I'm going to have it be symmetrical. Now, let's disable the selecting, and now let's get started. So we have it right here. Now, I'm going to go to the side, select everything and scale it in y-axis. As you can see here. Let's let the top here scaling up and move it like so. So right now I'm going to be adding two more loop cuts here and also one loop cut here. So this one will be for the hands. But now we are going to do the same thing as we did before. So we are going to go one-by-one vertices by vertices and align it with the reference image. We are going to do that on the front and on the side as well. So here you can see, I'm going to scale it and move it up. Move this a little bit higher. This one. The bottom. Awesome. Now let's go on the top. Select the front worth grabbing them in zed axis. Like so. So if I add one more, I will be then able to add this top, top part here. So I'm going to be adding one more. Like so. Let's get this one here. And let's put the doctor. Also, we are going to be able to have the leg part as well. Now, I will select these two, so this one and this one, and scaled them in y-axis. So did I get a more rounded Miranda? Look for thin. And also we are going to see how it looks from the sides as well. So I will press W j, pulled this up as well as this one, and on the side as well. So we are going to make sure that he doesn't look. So those clear wish I can select this one and the green rabbit a little bit inside. And these two I will grab on the side. Here. On the side we are going to pull it down. And old folk, the lead part. This side, we are going to press W to pull it. Well, so we are now done with the first Bargh. And as you can see here, we can pull these a little bit higher. So which follows the line of the reference image as well, here and here. Well. So now we are going to hop BOD to the next video where we are going to make the hands for this character. So I will see you there guys. 3. Modeling The Arms And Hands: Hey, what's up, guys, Welcome back to the second video on this course had to make Jacobin from the Adventure Time. In the previous video, we imported to reference images, these two. And also we have modeled out the body of our character. So the next step are the hands. And we are going to select the body here. You can see, let's select the side here only so that he doesn't look. So squarish. I'm going to select it and I'm going to press W G and move it inside. So you can see now he looks just fine. Now I'm going to select this circle here, this cube here WE have. I'm going to right-click on it and then go to Loop tools circle. If you don't have this option, just go here under Edit Preferences and then go here and click on Add. Click on loop tools. Check this box and you will have it if you click, right-click. So I'm going to rotate this a little bit more, go into edit mode and a line, the line this cube. On this hand. Now I'm going to extrude, rotate, extrude, rotate. And all the way to the end, I'm going to do the same thing. So extrude rooted extraordinarily. Here I will add a loop cut as you sorry now, so here I will select these two and scale them a little bit up. Like so. Okay, right now, I will scale this a little bit more, pull down and skew like this. So on the bottom I will be able to delete the face. And then I will press E S, E S, and then extrude inside and fill it in like this. So we just made a tee shirt. And I will align it a little bit better here. So I will move this down as you can see. And now on the right side, I will select the whole head and the whole arm and slowly pull it in the y axis. So I will align it better with the reference image. You can see how it looks right now. And we are going to move it a little bit. Only a little bit, like this. Awesome. Now you can see that it is automatically going to here. Now what I'm going to do is I'm going to pull this down. These vertices, pull them down, align them better with the, with this line here that I have. Also this one and this one, like so. And now I will select only the body here without this one in the middle. So I'm going to delete that edges. Here. I'm going to delete the face and now I'm going to show you this. So we are going to press E S and will automatically, we have filled it, extruded up and fill it inside. Shape, smooth it. And now here I will select the whole row, scale it in Y-axis, X-axis, grab them in X. And now I will add one more loop cut in inside. Here we go. Let's move this one down. Grab the arm down as well. And well up. Here we had it. Now let's model out the rest of the, of the hand. The shoulder here we are going to low-risk downward. Like so. It looks a bit better. And now I'm going to be adding a cube. Get it right here, add a subdivision surface modifier increases the number of subdivisions 2, 3. Graphic here, right-click Shade, Smooth, align it perfectly with the shoulder here that we have. Now into the X-ray mode, we are going to grab it, extrude it, and align it inside. Now, let's extrude it more times. Like show and stopped right here. So right now I'm going to select everything and scale it up. Scale up these points so you can see better on the reference image how it looks like. And now is dead in y-axis to just go from the end, see how it looks on the reference image. So as well, here I'm going to move these up. Everything is fine. Now we are going to add the, the, our hand. So we added the arm. And now let's add a hand. So I'm going to be adding a cube, getting it right here on the finger. Adding a subdivision surface modifier increases to the number of subdivisions to three. Rotate, right-click Shade Smooth. And now shifted duplicated on each finger. Like so. Once I did that, I will add one for the thumb and then I will grab it to the y-axis. So it goes a little bit insight. Now, I will select these three and join them using the Control J or Command J if you're working on a Mac. So guys, you can see here that OS key for my computer means Command J. So don't be bothered with that. Now, I will select the top here and delete the faces like this. And now I will select the top and extrude up here. Now, let's grab this down and go inside. So I will connect these by pressing M and joining them in center. So only does the point where they are connected. Like this. Now also guys, I will select the Edge Select and I will dissolve these edges here inside. And now, once I extruded ones, you can see how it looks like. And now I will get rid of the face for my thumb. X phase. And also I will rotate the thumb like this. Let's select it. Rotated a little bit more like this. Now, let's select the top. Press one and extruded up here. Once I did that, I will select the Book of both of them and join them together using Control and J key. And now I will go into a D. I will use the vertex select. And I will join these two together. This one and this one as well. Like this. Select now the whole part, the whole hand extruded up like this. And also we need to go here on their face, select and delete this face here too. We had. Now select the whole edge, extrude. And in where addicts select, I will arrange. And now I will press as I will rotate it a little bit. And here I need only four vertices. So I will pull these back down and join these together by pressing f. You can see here, select them and move them outside here as well. I'm going to move them down and select these two and fill it in. Okay? And here as well. So I need to move these down and fill it in with these like this. Now it has only four vertices. And I will select now these to join them together. Select this whole part here from the top, from the arm. Delete the face, and now I will select it point-by-point. So this needs to go here. But I need to select the whole hand. Move it to the y-axis. This back here. Select the top here, right-click bridge. And now let's make sure that this follows the reference image. So I'm going to make it a little bit thicker. And the hand, Let's use these vertices here. These here. So now I will select the inside of the hand and gravity in y-axis. You can see now it looks much better. And we'll show this point that out. Like so. The front vertices, little bit insight. Let's get rid of this edge here. So it follows a line. So now I'll press Control a old transforms and then I will add the mirror modifier to it. Guys, we are done with the 10 and the arm. So guys, in the next video, I will show you how to make the legs. So let's all bond to the video. 4. Modeling The Legs And Feet: Hey guys, welcome back to the third video on this course, how to make Jack can feign from the Adventure Time in Blender. So as you can see here, we modeled, modeled the body and we must love the hands and arms. The next step are his legs. So the first thing that we need to do is we need to select the body. Then go to Edit mode and go to x-ray mode. Right now, I will add this part here, rabbit at the loop gut and align it. If you can see, it looks like this. Now, I will select this part. We're his leg needs to be. And I will insert the face. Once I inserted a phase, I will right-click Loop tools and add the circle. Once I did that, I will rotate and scale it down. Once I did that, I will move it inside here and extrude it down. I rotate and extruded one more time. You can see how it looks. Right now. I will grab these points, points and I will align it with the reference image. So I'll, I will rabbit. Also these points, grab them into dx x, x axis. Then here I will delete the face and move this to the top. Like so. Now I will go to the side, grab it in y-axis and rotate as well as these. So I will move them and scale them. And also, let's go with this one. Press three, grabbing old way here. And it's going to look like this. I need to move this one a little bit more on the x-axis so it will follow the reference image and also this one. Awesome. So right now, I will also select this top here, the whole part, and press S. Like this. Once I did that, I will select this, the point 0, 0, which we scaled and grab in x-axis only a little bit so that I can add one more loop cut in, in the middle. And now let's adjust it. So align it with the reference image. As you can see here. I'm just grabbing it and aligning it better would the reference image. So here and here. So let's see how it looks like. Awesome. On the bottom here, we have, we can go into the Edit mode, select the inside and the dissolved the edges. Well, let's delete the vertices. And now I will be able to extrude in scale and extrude insight from the side and from the front. It looks just okay. So we made the shorts and now let's add the legs. So I will be using the same method as I did as I used for the ARDS and and his hand. So I will add a cube, then add on the cube subdivision surface modifier, increase the number of subdivisions 23. Grab it better and align it with the with the top part of his legs. Now in x-ray mode, I will extrude it inside an extruded a couple of times down here. You can see that his leg is pretty thin, so I need to go one by one and thin out the rest of his leg. Like so. Let's move these x axis a little bit. And now press F3 and adjusted better in y-axis. So I, I'm just pressing J y. So here you can see all the shortcuts that I'm using for discourse. J, y, J y. Awesome. So here we have one leg. Let's see here we can grab it a little bit more and y-axis as well as in x-axis. Move it a little bit more inside. Here we have it. And also this part here needs to be a little bit more subtle and mirth. Now, for his shoes, I will add one more key you, for the, for this part here, subdivision surface modifier. The same the same process goes to the shoes as I did for the leg except this one. So I'm going to press S scale, it's a little bit in zed axis and align it with the width of the leg. Now as x. So I'm going to scale it in x-axis. Let's see. Well, let's scale it up a little bit in y-axis as well. Now it's done. And let's add one more cube and grab it down. At the subdivision surface modifier increase the number of subdivisions. Jude three. Rabid here, right-click Shade, Smooth. And now we are going to model out the shoe with this cute. So I'm going to add a cube, align it, extruded down, rabid here, and extrude the front part. Rotate, add one vertices here and add one on the bottom. Align it better with the reference image. Let's see, scale it in y axis and rotate insect like so. We can scale it to look a bit more. And what not. So for the, for the top here, I can go back down and extruded one more time. But you can see that I need the top to be a little bit more so lemur. So we can see how it looks like. So I will delete this vertices. And now I can scale down a little bit. Awesome. So let me just move this form of liquid on top and whatnot. So now I will select all of these three and press Control a old transforms. So right now I can go one by one and add a mirror modifier to dam. And we will be left with the legs. Yeah. So we model out everything on is body right now. So let's hop onto the face and also his years. So we are going to do that in the next video, guys. So I will see you there. 5. Modeling The Ears And Face: Hey, What's EPA guys? Welcome back to the fourth video on this course, how to make Jack and Finn from Adventure Time. So we model out the body of our fin and now we are going to go to deface and to the ears of hits. So I'm going to select a body. And then I'm going to select this, this QC here that I have on top. I will press right-click circle. Once I did that, I will rotate it a little bit and align it where the year is going to be. So here. And now I will just press E for Extrude and I will rotated on top and scale it a little bit. Now I will add a loop cut down so you can see now how it looks. And then I will these vertices around. So did day align with the reference image that I have here? So I will grab this, these vertices and grab them to x-axis. Okay? And now I will move the top part of his ear to the y-axis and align it better with the reference image as well as this part. Some. Okay, So we did that and now I will advise you to save your files. So I will save it as a jack and thin Jack and fit and save as well. So if I start, if I make some mistake, I can go back. And my advice to you is always have, have it saved. Now I will select a body and now go to the Face. Select, go out of the X-ray mode, select these two faces, suppressed mom, press Shift and then go into the Edit mode and insert the face. Then here on the left inner corner bead the screencast keys. I have this inset face. I will go inside. Get rid of these, and only interpellate is going to be on. And now I will select the vertex, select, select these two and press G, x and make sure it clipped together. Okay, so now I will select the whole part that we inserted and then I will add a circle for it. Now, I will move this here and align it better with the face. Now I will select it. You can see that it went inside. So I will rotate and move it outside a little bit. Now, I will on debt, I will insert the face, select these two vertices, grab them in x-axis. Now, I will select this one and this one and extrude them in y-axis. So you can see now that I get this circle here that I need. And now I will select the vertex, select and move these vertices on front. And let's select these, press 3, rad them outside. These I will grab inside a liquid. Okay? Now these press 3, wrap them in y-axis, as well as these. So press three. Let's select them and wrap them in the y-axis only a little bit. Let's see, I need to go back. Because here, here I need to grab them more in y-axis. So I'm trying to make sure that this follows the lines that we have here. Inside. Here, I will grab these in y-axis, but in x-ray mode, and I will select all of them. Press three. And now you can see it looks much better when it follows the line here. I can do the same thing with these. So I can grab them with a bit more in y-axis. So it creates like a flow here. Awesome. And now on the top, everything is fine. It follows reference image quite nicely. In guys, yeah, So this is it for the body and the face. And later on we are going to add the texture for the face that I will provide for you. So that is all with the, with the body and the face. Now let's hop on and make him this nice, cute back Baghdad he has on his on his shoulders. And yeah, so I will see you in the next video where we are going to be mod riddling his backpack. See you there. 6. Modeling The Back Pack: Hey, what's up, guys, Welcome back to the fifth video on this course, how to model our Jak and Finn from Adventure Time in Blender. So as you can see here, we are done with the modelling of the body, and let's hop on right now to the backpack. Now, the same procedure goes to the back, back as the rest of the body. So we are going to model out it from the cube by adding on the cube subdivision surface modifier increased the number of subdivisions to three, gravid in y-axis. And add a loop cut here in the middle. Align these vertices with the, with the backpack. Here we have it to be our backpack. Only. We want to scale it up a little bit more so that I can attach the shoulders here. Now, I will add one more cube, scale it down, rabid up here, add the subdivision surface modifier on it, increase the number of subdivisions to three, extrude. Now this point, but first of all, I'm going to grab it in x-axis and pull it all the way here. Now, I will be able to extrude this point few times and pulled it inside. Now let's rotate this part. Rabbit here. Rotate, extrude, grad, rotate. And all the way till the end, we are going to do the same thing. So grab, rotate, extrude, grab, rotate, extrude, grab, rotate and extrude, scale it down a little bit. Let's see how it looks like. Okay, so we are going to change it a little bit. I'm going to select this top here, this S, z. Add one more loop cut here in the center, and adjusted a little bit more. So I'm going to scale down a couple of these. And we are going to make sure it looks quite nice. So here I need to grab them inside the little bit. And let's see. So it follows the SH, the shoulder or white. Nice. Here we need to know and a little bit, move this one down. Awesome. And now what we are going to do is we are going to select the end of it, them and wrap them in Y, in x-axis and move them to decide. Like so. Let's select one more time. I can grab them in x-axis inside. Let's grab this one in x axis as well. So only these two. We can DOM this one. So it follows the line better. We are going to move it forward by fart inside till we find that. We added. I'm going to select all of these and grab them a little bit more to the x-axis. Like this. Now here on the shoulder. I will bring in more insight like this. Here as well. You can see that it is not colliding with anything. That is what we want. So we are going to grab it. Let's rotate this one S 0, a liquid inside. These awesome control, a old transforms. And then we are going to be adding a mirror modifier on top. And you can see here that this one is really thick. So we'll scale it a little bit down using the Alt key. Gravity down. And let's see how it looks right now. So Alt S, and let's scale it up a little bit. So we need to move this part. Let's grab it in x-axis and scale it down like that. This one as well. Now on the top here I will just move this. And everything is done. Now on the top here, I would like it to be a little bit thinner, the bottom one. So I'm going to grab these and adjust them like this. Okay? So let's grab this one in y-axis. And so guys, we are done with the modelling now. We are, we can do some corrections as deaths one here. So we can scale up the shoulder here and also the arm like this, because it looks nicer like this. Now selected body and add a range, shoulders. So because here we have the backpack is not going to be shown, but actually it looks better like this. So we are done with the modelling guys. And in the next video, I'm going to show you how to put on material on and we are going to finish with thin, and then we are going to hop on with the modeling object. So I will see you in the next video, guys. 7. Applying The Materials: Hey, what's up, guys, Welcome back to the sixth video in this course, how to model Jack and Finn from Adventure Time in Blender. So as you can see here, we are done with the modelling part of our thin. I'm going to select these two reference images. I'm going to delete this side one, and let's grab and put it to the side this one. Now, we are going to add the materials to our, to our model out body here. So I'm going to select, go here to the look dev mode and select the body first goal here on materials and add new material. So I'm going to add a couple of them. First of all, for his head, I will select this whole part, and then I will add this white and assign it. Now, I will select this. I will select the tee shirt. Let's go into the X-ray mode. I will select the whole part here, the inside as well. So I need to go inside in x-ray mode and select it here as well. So this part, and this part, we selected these points. Let's see. Without that one, awesome. Now I will go here to decide add Neil, and using the eye dropper tool, I will select this, this blue, and then I will add it. You can see here that we have a problem. So we need to select only this part off the off the tee shirt and the bottom. And assign, and on the top here, I will select the whole part and add the white one more time. Inside as well. Select this part and this part and add in what like that. These two. And I need to go inside. Here we have. So let me select the whole row here and scale it out. So you can see that we have three lines here. So I will scale this a little bit more inside so I can see where the lines are. Here. And here. We are going to select these two and add the white material as well on top. Sign it. Let's select all of these and decide what material the awesome. Now it's going to be easier for us. So out of the X-ray mode, I will select the outside vertices. So I will select these vertices and the bottom us and assign this material. So I need to go here and assign. Everything is good. On the back here, we will select the back vertices and assign the blue material. And now on the top here, we need to select again the inside part here and assign the material. Well, OK, So we are done with the top here. Now let's go to the bottom. Select the inner part. The outer part, we signed the material. Like so. Now let's select the shorts. So I will go and box selected. Select these two. On the other material, I'll press new with the eye dropper tool. I will select the color here. And you can see everything is just fine. For the for the skin color, I will use this color here. You can see that now we have a little bit of a problem, so I need to go inside and selected better. Or we can simply go here and make it. Yeah, I like this skin color. Or we can go again here and select this. It is too dark. This one and it'll be okay. I will add the material on the legs. Well, this one for the shoes, we will add. We will add white. So we'll add white. And for the bottom, for the shoes, I will add black, like so. Now for the back, back, we are going to be adding the dark color green for the bottom. So I will add new ad. Would the eyedropper tool this dark green? Now for the top, we will add new material that is going to be like green. So what a sign like. So and for the, for this part, we will do the same. So on the top is going this color, and on the bottom we will add the darker color. I'll sign it and we'll allot, we're done. Now. We need to go to the face here. I will select the face, the face here. And also the inside. Go here on HDR material sets Neal and under base color here on this a yellow DOD. We are going to add image texture. Now, I will open a new here in references. I have this face detector and I will press a sigh. Once I did that, I will press U and unwrap. Then go here under UV, UV editing. But first of all, I need to go and applied the mirror modifier. Right now, once I selected all of these, I will press U UV unwrapped, and then go here. Now, let's go inside here, scroll down and go into deep. Look dev mode, select and rotate. Scale doll added here. And now I will go like this and align better with the, with the face with a texture that we have here. So I will grab it like this. So like so. So we can move these a little bit more. Like so. And let's see how it look like us. So we are done with defend guys. And now we are able to delete the reference images. And now let's add the mirror modifiers. So we added for the body. Now, let's add it for the arms and legs. So I'm going to apply each one of them. Only the mirror modifier. We are now going to add a subdivision surface modifier yet. And now let's select everything, press Control J to join it altogether. And right now we have one object. So Finn is done. Now we are going to hop on into the next video and we are going to model our Jake. So I will see you there guys. 8. Importing The Reference Images For Jake And Modeling The Body And Hands : Hey, what's up, guys, Welcome back to the seventh video in this course, how to model the fin and Jack from the Adventure Time in Blender. So you can see here that we modeled out thin. And right now we are going to hop on to Jack. I'm going to move Finn aside, and then now I'm going to add a reference image for Jack. So references front. I'm going to scale it a little bit down, like so, or we don't have to do it because we can later on adjusted. Now I will press three and let's hide Jack in the view. So here by clicking on this, I'm going to hide it in the view port. Now I'm going to press three and I'm going to be adding the reference image Jake side here. Let's mean this one here. So it's going to be right here in the middle. Like so. Okay, So I will disable this April selecting of these two images. And right now we are going to hop on and model laid out. So first of all, we are going to model our body using the cube. And we're going to make sure that the number of subdivisions in viewport is 3. Go to x-ray mode and go in solid, solid, solid mooc. Yeah, Solid View. Now I'm going to scale it up, bringing up, go into the Edit mode, select the vertex, select, grab these, and grab piece down. Now I'm going to add a loop cut in the middle. Okay? And now I'm going to get rid of this loop, this vertices from the side and add the mirror modifier. Bring the mirror modifier on top and Allow clipping. So exactly the same thing we're going to do with this one as we did with fin. So let's extruded, let's add two loop goods here is killed him down and add them right here. Let's adjust the shape of this of Jack so it needs to follow the reference image. Now, from the side you can see here, we are going to make sure it follows the line correctly. I'm going to grab it in y-axis and adjusted like that. This one here as well. And we'll lock. So this point is going to be for the hands. So I'm going to add two additional loop cuts and scale them in y-axis like this. So now I can adjust the whole, the whole body, how it's going to look like, because we don't want it to look like a square. So we are going to change it a little bit later on. Like so. Now for the side, we will adjust it like this. So I will put down, pull down these two, and let's kill these two in y-axis. The bottom ones to the top here, like so. We need to make this one is also quite nicely done like this. Okay, Let's see how like Lawson and outside of the edit mode, I can select these to impress wj to pull them inside. So you can see here right now, I need to select these images and go here on references angle to side, both perspective, view and Oldfield this one. And set the depth to the back so that I can see if I, if I rotate the whole, the whole character. Now this one, I can pull it, pull it a little bit back and this one outside so that I can have like that. Ok, so everything is fine also, I will do the same thing with this one. And that will select the front and bring it in front. Like so. So now it doesn't look squarish. Now for the, for the arms. Let's hop on and do the arms real quick. So I'm going to. Scale it down. Let's adjust it like this. So I'm going to pull this inside and extrude these two points. So extrude, Pull it down, rotate, extrude, Pull it down, rotate x, delete the faces. I can see how it looks like. Here we are going to add one more loop cut. And for the, for the hands. Here I'm going to uncover the fin. Select the select one hand here. Shift D, duplicate it, move it aside, and I'm going to press P and separated by selection. So now I'm going to grab the hand old way here, right-click set origin to the center of the mass. So now I can adjust it and rotated as I like, scale it down and adjusted right where her duck, we're fins Hen is, Jack's hand is. So now let's hide. Let's hide phi1. Okay? Now I will press three gravity in y-axis. Gravity Maureen y-axis. I have problem here, so let's hop on and do it one more time. So I will go here, select the body, the Jack's body. Select the whole hand, like so. Shift D to duplicate it. The x-axis, press P separate by selection. Hide the body, the fins body. Grab it in x direction, right-click set origin to the center of the mass. And I just think better. Press three little bit rapidly down. And right now I will select the body and the hand and join them, those two together. But first of all, I need to add mirror modifier to the potty. Select these, do join them together. Like so. Now select needs to loops and press, right-click, bridge them together. And this one I will dissolve. So the line is, you can see I will make sure it, it looks a little bit. It is going to be a little bit smaller. Then fins hand. And also this part here I would like you to be a little bit bigger. This one, gravity in y-axis. Let's see on the site how it looks like. Okay? So one thing that we want to do is I'm going to make him like an elbow. Okay, so now let's delete the half, this half, left half, and add the mirror modifier. This is going to happen if the location, rotation and scale is not applied. So control a old transformed. And now it's going to be better. Put the mirror modifier on top of this subdivision. Allow clipping. And we'll look here, we have it. Now guys, in the next video, I'm going to show you how to make the ears and how to make the legs. And I will see you there. 9. Modeling The Legs And Ears : Hello, What's up, guys, Welcome back to the video on this course on how to model Jack and Finn from Adventure Time. Now, you can see here that we model out the body and the arms. Now let's hop on and do dealings. We are going to go into the Edit mode. And here we have this large cube I'm going to select it. For now. I'm going to disable clipping. I'm going to insert a face. Once I did that, I will allow clipping one more time. And now I will W j 2 times. Here. Grab these points and let's select the, this void where we inserted a face, right-click Loop tools and circle. So you can see it right here. I'm going to rotate it a little bit and old. So I'm going to select these two and bring them down. So did I don't have these rough lines here, old foliage. Try and move this a little bit up. And let's see how it looks like. Now it's better. So I'm going to select this part here, scale it up a little bit and extrude it now 0. So I'm going to flatten it out. Let's move this up and now let's add one look at here in the middle. Now I will select all of everything here. Rotate S 0, sum. And now let's extrude a couple of times. So here and here, Let's press three. And here are gravity in y-axis. Select the front part and extruded and add one here, loop cut m1 here. Now let's grab it in x-axis. And let's move this one a little bit more in x-axis as well. So grab it in x and let's make the heel part looks a little bit more. For words like show. On the side, it looks good. But we need to select this, these vertices and move them a little bit so that we can align them with the reference. So let's press F1. And so I'm going to save my file. And let's see here what else we can do. Okay, I am going to move this a little bit up. And while I do this, how he is going to look like here, I'm going to press W, J and move these vertices. I'll look a bit on the side. And then we can pull these back here, K, G and put it down. Now, I will select this fart double Jade and pull it at front and old. So yeah, we did that part with the front as well. So make sure that you can do that because right now it doesn't look so flourish as it was previously. Also lead select these two and grab them off a little bit. So right now, I will move these back. These two as well. Go into edit mode, see how it looks like this, and bring them insight. So now let's hop a lead, save the file first of all, and now let's hop on and do the ears. So I'm going to select the body, go into the Edit mode. And here I'm going to add one more loop. But once I did that, I will grab these and align them with the reference image. And right now, I will extrude them. Here. Grab them down, wrap these inside. Now, select these two. Pulled them up higher and extrude this boot. Once I did that, I will align the rest of the vertices together. You can see how it looks like. And now I'm going to scale it in y-axis. So it looks a little bit more squarish. Here I'm going to select these four vertices and scale In y-axis as well. And so these are going to be his ears. Yeah guys. So the next step is his face. But first of all, I'm going to correct the hands a little bit. So I'm going to rotate them and pull them in y axis, like so. Everything is fine, it is saved. And in the next video I'm going to show you how to model out his face. So I will fear there guys. 10. Modeling The Rest of The Body, Applying The Materials And Adjusting The Final Render Settings: Hey, what's up? Hey guys, welcome back to the ninth video in this course, how to model Jack and Finn from Adventure Time in Blender. So we have model out the whole body of our Jak and now then the next step is his face. So the first thing that we are going to be adding is his nose. So I'm going to be adequate cube pulling it up here, adding subdivision surface modifier on the cube, we are going to set the number of subdivisions to three and pull the nose in front to pull it right here. And now we are going to scale it in zed axis like so. Put it on the bottom. Okay, so that is it. With that, now we are going to be adding more and more Q. Adding it here. Add the loop cut right in the center and delete this, these vertices on the left side. Right now we are going to be using the mirror modifier, and then we're going to use the subdivision surface modifier and increase the number of subdivisions to three. Allow clipping. And let's make this part here on the top of his nose. Press one. Let's move it up so I accidentally edit. So let's go back here. Awesome. Now, let's bring it up here and extrude these points. So we are now just going to be extruding and scaling and rotating. Extrude this point. Extrude scale grap K. Let's see how it looks like. It doesn't look so good because we have not pull it in front. Like so. Let's see. Okay. So I'm going to bring it a little bit more inside leg so and graphic in y-axis. Okay? Now I will select the body, and here I have one vertices, which I will press V on it. V, so I can now add the lips. So I will extrude in y axis scale and fill it in. Like so. Let's go back a little bit more. Gate gravity and y-axis inset and fill it in. Awesome. Now we are going to meet him. Laugh like this. But I'm going to pull this inside so it doesn't it is not going to be showing up until this also does bring it back and pull these vertices. Now, we can add one more loop, cut in the center and pull it at front. Because now you can see this smile of hits this vertices. I need to pull inside, so I just grabbed it in x-axis. Now, once we have the smirked there, you can see that here we accidentally moved it. So I'm going to get it back here. And now let's model out the eyes. We are going to be adding a UV sphere and I'm going to change the segments to 16 and the rings to eight. Rotate in x axis by 90 degrees, scaling down and align it right where the eyes are. Like. So press three, grab it in X axis. Right-click Shade Smooth. And on this also we are going to be adding a subdivision surface modifier because it looks really smoother. Control a old transforms and add a mirror modifier. And what not guys, we are done with this. Also, one thing I am going to be doing is I'm going to move this a little bit. So I'm going to scale it instead, axis the inside part as well. Like so. And let's pull it up. So you can see how helix like okay guys, and also here, I'm going to change this one so that he doesn't look so squarish. And lastly, let's add the tail. So for this one, I will select these vertices and press Control Shift V to battle it out. Press three, alignment where the, where the tail is extruded times gravity here, scale it down. Like so. Scale it in X axis. Press three, add a loop cut right here in the middle. Play along with these vertices. Here I will press W G, move it, move it up. So let's see how we are going to set it. Press three. Okay, let's go into the X-ray mode and pull these like this. So guys, we are done modelling the Jack. So I will go inside and make him smile his biological bit different. So right now I will select the side, the side reference and deleted. And this one, I will move to decide here. And we are going to be adding materials to Jack. So here I will go select the body, go here, and add material that is going to be using the eye dropper tool. I will add this material and I will assign it, go into D, look dev mode. And I can see it here. Like mustard, mustard color. Let's add it a little bit. I will select it one more time and I will make it a little bit later. Like show. Now for the nose part, I will do the same material. This one is going to be black. The eyes, the eyes are going to be half black. So you can see how they look like. So this is going to be black part, and this part is going to be white. Let's select this one as well and assign it. So yeah guys, we are done with Jack. Now, I will add a different color here. I will add it to be a little bit more lighter, but we will see how he is going to look like in render view. And let me see here. I am going to pull these a little bit down, a little bit more up. Giza. Awesome. So guys, now I'm going to delete this reference image. Allow. So we can see the fin. Let's elect jack. We are going to be applying the mirror modifier onto it, onto each and every part of him. Let's apply it and let's select everything and join it together. Now, I'll be able to scale it down because he's a little bit smaller than Finn. I'm going to set them right side to side. Let's add a plane, rotate the plane in x axes by 90 degrees in scale it up like this and add a plane beat down beneath the feet. Like so. Now I'm going to select the plane and I will be adding color to that, to the bottom as well. So let's see how it looks like. So we're now going to be adding white. Let's add the same color as we have for the backside, or we can make it a little bit darker. So I can duplicate it and I can make it a little bit darker. Like so. Let's add the camera. Press three, grab it right here and grab it in x-axis. I'm going to now press is 0. Set the camera to orthographic view or perspective. Let's press Shift period key and let's roll with the camera. Let's add some angle to it. This one, k. And we can go now to the Render, Render settings, set it to cycled. Before that, I'm going to save it. Let's go here, allow the render de-noising, go here under color management and change. It's too high contrast. So you can see now the colors are different and they are looking better than they were. So that is it for that. Now we're going to go here and add the HDRI to our scene so we can render out the the scene. Go here in shader editor, go select the world. Click here on the background, press Control T to open the environment texture with the mapping and texture coordinate. Now, I will open a HDRI so you can choose whatever HDRI you want. Now, I will go to render setting a to render view. Here I have my scene and that is it guys. I will see you in the next course.