Creating A 3D Game Character Bendy | Nodiken 3D | Skillshare

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Creating A 3D Game Character Bendy

teacher avatar Nodiken 3D, 3D Artist and Animator

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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

8 Lessons (1h 7m)
    • 1. Introduction Class

      2:23
    • 2. Adding Reference Images And Modeling The Head

      8:42
    • 3. Creating A Torso And Bowtie

      9:07
    • 4. Modeling The Gloves

      7:38
    • 5. Rigging And Posing Gloves

      9:43
    • 6. Adding Legs And Arms

      7:29
    • 7. Modeling The Shoes

      8:32
    • 8. Texture,Materials,HDRI And Final Render Settings

      13:07
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About This Class

Hello guys, my name is Dino welcome to another blender course. Today we are going to be modeling the Cartoon and Game character Bendy.

Bendy is a cartoon imp-like demon character with his appearance entirely colored in black apart from his face. He wears shiny black shoes, a bowtie, and a pair of gloves that closely resemble those of other cartoon characters like Mickey Mouse. Because he lacks a neck, his head floats a few millimeters away from his body. Ink Bendy is the severely deformed incarnation meant to bring cartoons to life by the Ink Machine. So far, a perfect-shaped Bendy without a person's soul does not exist.

We are going to begin our creative journey by importing the reference image that you can get from https://gum.co/rrzbm.
After we added the reference image to our scene we will start with the modeling.
Firstly we will model Bendy's head, then we will start modeling the torso a couple of inches beneath his head, and then later we are also going to model out the bowtie on the torso.

Later we will model the hands (gloves) and we are going to be rigging our hands and posing them. Once we finish modeling and posing the hands we will start adding the arms and legs.
In the last part of modeling the character, we will model out Bendy's shoes.

Once we finish modeling the character we will hop on to the application of the materials and final render settings.
For the head, we are going to UV unwrap the head and use image textures in this case images of the face. For the rest of the body, we are going to be using basic materials and for the gloves, we will use texture paint to create two buttons on the top of his hand.
The last step in this character creation course is the light and the final render settings.
For lighting up the scene I will use HDRI.
In the end, we will add the camera, position it and adjust our final render settings.

This class is for beginners, but if you are an advanced 3d artist you can use this course for practice, inspiration, and so on.
At the end of this course, you will have a 3D model that you can use for your portfolio share with your friends on social media or use for animation.

So let's begin and I will see you in the first video.

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Meet Your Teacher

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Nodiken 3D

3D Artist and Animator

Teacher

Hi, my name is Dino, a graphic designer, and 3D artist. I have a Bachelors's degree from the faculty of Fine Arts department Graphic design. I have done lots of work for a wide variety of businesses over the years.

I joined Awesome Tuts (The Ultimate Game Development Academy) in 2019. to become a teacher and graphic designer. Together in our academy, we made over 80 courses about game development, graphic design, and 3D art with my colleagues.

I have a passion for art, teaching, and helping students not only learn but have fun while doing so. I've been passionate about art my whole life and look to instill that passion in my students through my teachings.

In addition to teaching, I'm head of design at Cycle (a start-up working on a new app based ... See full profile

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Transcripts

1. Introduction Class: Hello guys, my name is Dino. Welcome to another Blended Course. Today we are going to be muddling cartoon and game character bending. Then these are Cortona, impolite demon character with his appearance entirely covered in black, apart from keyspace givers, shiny black shoes, a bowtie, and a pair of gloves that closely resemble those of other cartoon characters like Mickey Mouse. Because he lacks a neck. He's had floats a few millimeters away from his body. Ink bendy is the severely deformed incarnation meant to bring cartoons to life. The ink machine. So far, a perfect shape bendy without the presence soul does not exist. We are going to begin our creative journey by importing the reference images that you can get from the link of the description of discourse. After we added the reference images to our scene, we will start with the modeling. Firstly, we will muddled, bend his head. Then we will start modelling the torso a couple of inches beneath his head. And then later we are also going to muddle out the bow tie on the Thorazine. Later we will model the hands. We are going to be rigged our hands and post them. Once you've finished modelling can posing the hands, we will start adding the arms and legs. In the last parts of modelling the character, we will model out bendy shoes. Once you finish modelling the character, we will hop on to the application of the materials and final render settings for the head, we are going to UV unwrap the head and use image texture, in this case, image of the face for the rest of the body, we are going to be using basic materials and for the gloves, we will use texture painting to create two buttons on the top of his hand. The last step in this character creation, of course, is the light and the final under settings for the lighting up the scene. I will use it. In the nth. We will add the camera, position it, and adjust our final render settings. This class is for beginners, but if you're an advanced 3D artists, you can use this course for practice in duration and so on. At the end of this course, you will have a 3D model that you can use for your portfolio, share it with your friends on social media, or use it for urine animation. So let us begin and I will see you in the first video. 2. Adding Reference Images And Modeling The Head: Everybody and welcome Tara for SVT and discourse about creating bendy From the ink machine. And as you can see, currently I'm working with a blend diversion 2.91. But if you can get any version above this, you should get it because it's always best to work on the latest version because of new features and also bug fixes. So first, let's go and create a new file under General. And we have our default scene, as you can see, default cube, default camera and point light. So let's get rid of as usually default cube by pressing exit and confirm the deleting the object. And let me just real quick, there are my screencast add-ons. So right here in this left corner, you will be able to see all the shows that data I'm going to use through discourse. So next, we need to go and we need to import our reference images. So as you can see, I'm in front orthographic view. You can go going by pressing number one on your keyboard. And now with the shifting a, I'm going to navigate to image and here's a reference. So I will navigate to my bendy folder. And as you can see here, I have a couple of images that you will be also able to get from the link with the description of discourse. So let's go and DEF part this reference image. So I'm going to load it. And here we have the Band-Aid from the machine, the character. So let's go and do some three kings before continuing with the modelling. So I'm going to select my, my reference image. And here under image properties, I'm going disable this from being seen in prospective job because it's easier for me to only see the reference image in orthographic view because I will be able to see how the shape is looking in perspective mode much easier than having the reference image in the back. Also, I want to turn on this back option for the depth because I want to see my model in front of my reference image. And let's lower down the capacity to 0.5, I think is going to be just fine. And also I want to enable this filter under seen collection on top for selection. Because I want to disable this image from being selectors, so we will not selected the reference image by mistake. So first thing that we are going to model is going to be the head. And later on we will continue with this bowtie and also with the body and arrests shoes and also blows and so on. So let's begin with a, with a head though for the head, I want to use cube, so with a shift and a I will add cube. And immediately I want to add subdivision surface with number of subdivision three this time because I won't have higher quality model and I will trend shading from flaps to smoke by pressing correctly in object mode. Don't forget to, you, you will need to be in object mode. So right-click Change shading from flat to smooth. And next I want to add mirror modifier because I will only model the half of it. And later on we can go and merge those together. And now I can go and go in edit mode by pressing Tab and the G, I will move this cube to decide. And now when we have those two cubes, those to both the stamp because we have a subdivision surface on, we can turn on this clipping option and pull up this mirror modifiers tag because it's always, it's always the best of what we the mirror modifier on top of all other Multiverse. So let's go and continuous. So right now I'm going to scale this down. Let's go and scale this even more. And now we can go and adjust those vertices, but don't forget, we need to turn on this x-ray mode so we can go and select both of these. So let's go and I'm going to follow the reference image here. Let's go ahead and pull this too. Also, this one here. I'm going to go and select both of these vertices on the button part. Press E to extrude. And now we can go and pull those vertices to measure the reference image. I'm going to pull this up, is this one here. Lets go and extrude this one more time down as go all the way down. Now, I'm going to move this one to this side. Also, this one here. Lets go and pull this funnel also down. And right now I'm going to go on the right of the graph secure. And here I will go and delete those faces. So I will select level change from vertex selection to face election, press x to delete those faces. And to now we have this edge Luke, which we can extrude and merged in the middle. So I'll select this edge. Look now press one mass again and e2 extruded into middle. And as you can see, we have made the basic shape and now we need to adjust the vertices position so I can go and back to overtake selection. And now let's go and extrude this stopped, but one more time, I'm going to go and just scale it as much as possible. Down. Solid this. Now let's go and pull this one into g and z. I can go and move this one also down, like so. So I'm just trying to follow the shape on the reference image. Must pull this one slightly up. So this one can go here. Then this one. Or actually we can go and select all this S, Z and 0 to align them to the street. Also this MAN here, S, Z and 0. And this one can stay like that. So I'm going to move this one to the side or actually go to this. Everything, everything is fine here. Maybe this one can go slightly out. Also this here. Now let's go and focus on this part. So I'm going to call this one down. And this one needs to be higher. And we have created basic shape for the bendy. And now as you can see, it's a little bit flat, so we need to scale it up on the Y axis. So you can go and select all these faces here in the middle. And now I confess S and y to skilled on the y axis, like this. Now, I will go and select those middle vertices and also do the same here. So I will press S and y to scale it on the y-axis. So now we need to do some of these adjustments. So I'm going to go in face election. I will select all these phases here. And also on the top. Let's go and select this one here. And also displayed here. I'm going to scale on the y axis. So I'm going to turn off for now. And as you can see, we need to take a little bit more this. So I'm going to go and select this one and this one here, also this dose on the top. And now I can go and fest S and Y two scaled a little bit in Dubai. Now I will go into return those as well. Just slightly insight. So as you can see it, to scale this one here. So SY and as you can see, we are almost done. So minutes, just a little bit to work on this. So I'm going to go and press S. And here. Also we can go and scale this down, this part just slightly. And as you can see, we created the basic shape for the head. So that's it about this video. Stay tuned because in the next video we are going to continue with the body and the bolt pie. So see you there. 3. Creating A Torso And Bowtie: Everybody and welcome to our second video in this course about creating bendy and the Ink Machine character. So here as you can see, your created head and novice's focus on creating the rest of the body. So first let's go and create this body part, this rounded shape. So it shifted a, I will create a new cubed arsine. And immediately I want to add subdivision surface with number of subdivision. Two. I'm going to change shading from plants to smooth by pressing left-click and shades mode. Now I'm going to scale it down in position it to match the reference image as much as possible. Let's increase the subdivision surface with number of studies and tree. Now, let's go in edit mode. So here I will go and turn on my x's so I can slap the back of my meshes. And now I will go and start extruding this out. So first, let's go and move this down, like so slightly down. And now I can go and prestige to extrude this top face. And I will do it once again here. So here I will go and kill this on the x axis like this. Also, this one can go down and let's kill on the x-axis. And also I will do the same here with this one. Now I'm going to scale the zone, also this one as well. And the last one is going to be this one. I'm going to pull down. Let's move this edge loop here and scaled down as well. And now I can go and scale this up. So now we have this shape, but now as you can see, we need to go and flatten this out. So I will go and now select this top face. And here I will press S and wide scale on the y axis. And now I will do the same here for the rest of these as well. And now we created this body shape, and now we can go and focus on creating this bow tie. So for the bowtie, gone first, create this frontal part. Let's go and add subdivision surface with number of subdivision. Do like this. I'm going to change shading from, from flat to smart by proceeding correctly smooth. And now let's go and model this out. So I will go and edit mode. Let's kill this on the x-axis and I will add edge loop in the middle by pressing control. And there ended bicycling, my mouse wheel up. I can go and add one more edge loop. So let's place it like this here in the middle and one in the middle as well. So now I can go and scale those here on the site on the z-axis our press S and Z and dedicated this the frontal part. Now I can go and scale this on the y axis like this. And we have this front beginning part here as well. So now we can focus on the, on the rest of the bowtie. So once again, I'm going to actually lead this one. So I will add another cube, arsine. And immediately I want to add subdivision surface with number of subdivision treat, I will change shading to smoke. And now because we have on the both sides of the same shape, I want to add mirror modifier because we can now focus only on creating wanting. And later on, mirror, mirror modifier will do. Job for us and also don't forget to have your mirror modifier atop. I will go and merit on the x axis like this. And this time I will not use clipping because I want to have separate two meshes together. So now I can go in edit mode by pressing tab. Let's move with the Jade, our cubes and decide, let's kill this down as much as possible. This. And now I will go and start extruding this out piece by piece. So first, I will go and kill it on the x-axis. Now I can focus on creating the rest so I can select this edge loop. And here I can go and extrude it three times like this. And now I will go and scale this on, on the z axis, like so. Let's kill this second piece as well on the Z-axis. And I want to add an edge loop in the middle, like this. And now I will go in, add an indirect orthographic view by pressing number three. And I will scale this on the y axis like so. And now we created this bow tie. So now we need to do small adjustments here so we can select all of this. I will go and rotate it to place it to be like this. We can go and pull this slightly up. And now I'm going to go and call this here up. And now I will go and wants to lower down this part here. So I can go and select this. And this time I want to use proportional at dink. And if you move it, you can see that it's affecting costs to the other, other vertices are out. So I will need to decrease the size of disproportional editing too. So I'm going to scroll down my MOSFET. And this time we can see how it's working and going to lower it down with the GNC. And now we can go and rotate it like this. Let's scale it up a little bit. Like so. And now we have heated. Let's go actually few times back because I want to focus only on, on those pieces here. So this time it will only affect this mesh here. So now I will turn on my proportional editing. And as you can see, we need to lower down the scale of the proportional editing tool. So let's go and pull this down. Like this. I will press R to rotate. Let's go and move it here to the site. And maybe we can go and scaled up a little bit. So I will go and select all of these vertices here. I'm going to scale this up. Let's rotated as well. So something that this is going to be just fine. I'm going to go also to scale this as well. But this time I will go and scale down my proportional editing tool by scrolling up my mouse wheel. And we have created this bow tie as well. So now we can go and also add one more edge loop in the middle np dot proportional editing tool. We are going to present just g0 and g2. Slightly bent this over like this. So now, for example, I can go and select all of these indirect orthographic view. I can press GNC and place it where it should be solved, something like this. So don't, you don't need to follow the reference image. 100%. Maybe we can go and tractate This one. Will this slightly up. Bow to this. And maybe we can go and select this piece and slightly pull this insight like so. And we have this bow tie as well. So now there is one more thing that I want to do and that one is that pinch Seibel dress age to hide it. So you can see this, we have this edge and this spins here. So now with the altitude h, I will unhide it. And here we can go and simply select this edge here and control MB to bail it out like this. And now we can go and press E to scale it. To extruded insight and skill is done. I'm going to move this like this and we have the pinch as well. So actually I'm going to go a few times back. So I want just to have small pinch here. So this is way too much. So to control them be equal extrude. And now we can go and scale it as well. We can go and add one more edge loop and I will go in edit mode once again with vertex election in x-ray mode, I can select all of these and just do edge sliding to call this. Actually with G, I can just move it slightly up. And here indicated the pinch. Now I can go and scale this up. And we have done with modeling the bowtie as well. This slightly rotated and smooth here to the side like this. And we have done with muddling bowtie. So that's it about this video. Stay tuned because in the next video we will start getting glows. And after that we are going to rig are glows and to do opposing for them to look like this. So see you in the next video. 4. Modeling The Gloves: Hello everybody and welcome back to our 30 day and discourse. So as you can see, we have a buddy, we have Bowtie and also the head from our bendy character. And now we should focus on creating those gloss. So first I will go and create only one glows. And later on we are going to reach our, our glows and pose it. And later on we can use just simple, mere multivariate to place it on the other side as well. So first let's go and begin with the cube. And I'm going to move it on the side like this by pressing g and x. And I will go and scale this all the way down on the z-axis. And also, I will keep this one as it is. So now I can go in, actually scaled up a little bit on the z axis. I will go now in edit mode and here with control. And I will go and add two edge loops. Bicycling my mass will up like this and we have those 22 edge loops and the faces on the front, which we are going to use to, for our fingers to be extruded. So I'm going to go and select all of this and let's go and move this to the side slightly. So something like this. And now we can go and add this time subdivision surface with number of subdivisions to I will go and change shading to smoking and now we can continue with the mottling. So first, well, let's go and I'm going to actually scale this little bit more on the z-axis, like this, empty. Now first let go and extort our dumps. So here I can go and select this. And by holding left-click here and under extrude, we have this extra individual, which means that we'll vote extrude each of these phases like each individual phase. So now we have this yellow, yellow dot. And here we can go and pull this up like this. And as you can see, we immediately have three fingers, so I'm going to keep this one as it is for now and later on we are going to work a little bit more there. So now we need we need one more face to exclude our finger and we can go and select all of these three, or the role of this on the back. And now with the normal extra server called left-click and extra region, I'm going to call this one on the backside, like this antenna on top orthographic view, go an x-ray and which vertex selection. And I wanted to Paul here, if G and X inside like this. And now we have this face here which we are going to extrude use for excluding our pump. So I will switch back to Select box and select this finger here. Actually this face here, which is going to be our tamping. And now I'm going to press E to extrude f to rotate this. And now I will close this one here, like this. And now I can go and Extrude one more face. Let's rotate slightly and make sure that you have enough space for the dump. And I'm going to Give this one as it is. And now we can go and focus on as to the interests of our hand, silo gotten vertex selection. And now I will go and merge all of these three together so I can press them and manage all of this. So first, let's go and select this vertex here. And with the shift, I'm going to select the other ones. So if you press M, you can see this we have this merge option and I'm, I'm going to merge all of these G on the first selected vertex like this. And now I want to do the same here on the bottom part at first. And now we have those three phases which we can use for extruding the rest of our hand glows. So let's get rid of this spaces here by pressing x leading those phases. And now it vertex selection. I'm going to go and select all of these vertexes, vertices in the middle. And now I can go and press S and Z to scale this up a little bit. And now we can go and actually we have this loop which we can go and select. And we can extrude it on the x axis like this. So we have the good base for our, our globe lows. And now we can go Extrude, dump as well. So we can go and press E to fruit and F2 rotate as well. So I'm going to keep this one as it is. And now I want to add after loops here for the fingers. And now let's go and work on the shape of this glows a little bit. So first, I will go and create this ending part of the gloss. So here I will go in vertex selection, in Edge Selection, and now I'm going to go press E. Now we can go rightly to cancel any moment. And now our best efforts to scale it to Extrude one more time to make this easy to extrude. So now also press right-click to cancel moment. So now we can go and scale this down. And now we can go and eat to extrude insight. I will do one more time, t0, likely to cancel it as scale and deaf to kill the whole inside. So we have the base here and now we need to adjust those, those faces as well. So first, let's go and go in edit mode, actually end with x-ray. I will go and start selecting each of this. So here, oh, and scale this particle bit. I'm going to go and pull it out a little bit. Now with x-ray, I can go and select this part and movie slightly on the backside. And want to select all of these here like this. Let's move this one to the site as well. And now we can go and increase subdivisions as well. Also, we can go and pull this one here with g and z to get the better shape. So those can goes slightly down. Now also, we can go and select discipline here and just move it slightly on the y axis. And let's see what we can do. It. Also on the bottom side, we can go and select this one, and this one ends with g and z. We can pull it up. And also those here. And as you can see, we are done with muddling our glows. So here I will go and add edge loop at scale this up, I want to do edge sliding for this edge loop here. So best placed. To pull it like this. We can now scale this up to make a more rounded shape. And also we can go and add one more edge loop here. So let's see what we have here. So as you can see, we are done with muddling our loss. So that's it about this video. Stay tuned because in the next video we are going to wreak our glows and pause it here. And after that we are going to use MIR modifier to place it on the other side as well. So see you there. 5. Rigging And Posing Gloves: Hi everybody and welcome to fourth video in this course about creating bendy and dig machine character. So before we continue, I want to adjust a little bit our globe here, so I will go into orthographic view and as you can see, our fingers are a little bit too small. So I want to move it apple, those front vertices here. So I will go in x-ray mode and with vertex selection, I can select this front part. And for the G index, I can pull it in the front. And also I will do the same here for the second edge loop here. So there's also this back part which I believe is a little bit too big. So I will go and press Esc, scale it, and we can go and j index to mommy's files the insight. So now we're done with modelling car glow and now we can continue with our thinking. So we can regard glow with adding single bonds. So with the shifted a, I'm going to add single bone to our scene and let's move it here on the beginning of our hand. And as you can see, we cannot see it. So we will need to enable option which is in front. If you go under object data properties when you select bone, there is a Newport display and here's checkbox, which is in front. So now you will be able to see bone all the time no matter where you are in. So now we need to go and create a skeleton which later on we'll be evil attached and we will attach to our mesh. And later on we are going to go in pulse mode and post our hand. So first I can go in edit mode, and here I'm going to go and select the stock part. And with g, I'm going to place it right here in the middle and make sure that it's, it's also on the top. Now we can go and press E to extrude acts to vacuum on the x axis. So this is basically the system for, for the, this part will actually control how, how this, how this part of the handful control. So now we need to make our fingers as well so we can go and select those two. And with the shift in D, we can duplicate it and places where our fingers are. So I'm going to move this a little bit higher and also do the same here. And now we can duplicate this and lock it. And the why for the rest also do the same here and now we need one more for the tamp Soviet shooter. And David can duplicate here. And now I'm going to go and rotate it onto z, like this. Now I will go and scale it down a little bit. And let's go and grab this one here and pull it. And now I will also do the same here and here. So now we have this system. But if you go in the front, orthographic unique is that it's a little bit offset so you need to fix it. So I will go in x-ray mode. And here we can go and select all of these here. And we can move, pull those slightly up, those slightly down and back. And this one to stay inside of our mesh because that's the easiest and the best way to control to control a rigs like this. So as you can see, we need to fix stumped as well so I can go indirect orthographic view in edit mode. We can go and pull this one down with the G and C as this one as well. And this one can stay actually as it is. Maybe slightly up is going to be just fine. So now, as you can see, we have this, this bones and now we need to connect those somehow so we can do it by going to edit mode. And I want, when I move this bone here, I want also tomorrow the rest of our bones as well with those. So we can go and select all of these by holding Shift while we are in edit mode. And the last one is going to be this bone here. Now, I'm going to parent all these bonds together on this bond here. So we can press now control and P. And here is option for making parent. But this time I'm going to keep offset because amount to stay all of these where they are right now. So now as you can see, all these bonds are connected to this bone here. And this bone is connected to that bond and so on. So now we can go in and select our bones. We can go in post mode. And if you want to test it, we can go for example and rotate this. You can see that we also moving the rest of the other bonds as well. And also here you can see the same. Here. You can see what actually is going, going, gone here. So now we need somehow to attach the bonds to our mesh and we can do it by adding automatic weight. So with the weight, we are going to enable those bonds to control the mesh. So I'm going to select first hand redshift holding. And so first we need to select mesh. And after that holding shift, we can select the armature or actually bones. And with controlling pea, we can set parent, though we are, we are going to parent a dose with automatic veins. We can also do it manually by adding empty groups. And later on we can do wait bidding, but it actually going willing to take and as time, and I believe this is going to be just fine for, for this course. So we can go with automatic creates. And now if you go in post mode, you can go and rotate this. You can see how it's behaving and also fingers as well, and is going to be just fine for our character. So now I'm going to go and post mode and let's go and pause it where it should be. So first I will go and scale it out a little bit and let's go and try rotate for a month. I'm going to write it down like this. Let's go on the rotate around the z axis, like so. And now we can go and rotate this one. Here. I'm going to pose it like this. And now we can go and select all these three fingers. And with Vice err, I'm going to go and rotate this one. Now we need to go and bent all of this by pressing twice F. And now I can go and take this bone as well. So let's go and call this one a little bit on the side. So like this. And now if you go in object mode, you can see that we actually created, created pose for our character. So now I can go and adjust all of these. So we can go once again, post mode. Let's move this one started to decide. I'm going to open this finger a little bit. And let's go and rotate this one as well. Slightly. Let's pull this one up. So something like this. And, and I'm going to go and you can see that we need to bend this front finger o bit more. I'm going to rotate this one here. This. And we can go and give this one as it is. Actually, we can scale this up. And now this is going to be just fine. So if you go in edit mode, you can see how actually it's going to look like because we cannot follow the 2D reference image 110, 100%. So I believe this is going to be just fine for our character. So the only thing that we could, we could maybe fixed is going to be this middle fingers. So we can go and select our bonds again, both mode and this finger we can go and move it slightly out. So I will go and without a little bit. So some people, this is going to be just fine. In this one we can go and slightly rotated once again. So I will go and see if everything is gate. So now I'm going to go and going object mode, Soviet will depose our hand. So maybe we can go and fix our DOM available bit. So we can go and draft it slightly and pull it up a little bit. So this is going to be just fine. So I'm going to go in objects mode. And here, if you select this and you can see that our Argent point is right here and Taiwan to return it in the middle where our nurseries. And by the way, if you move your 3D cursor anywhere else, you can alternate in the middle of your goodbye holding Shift and see. And now I want to set my origin point of this hand by pressing correctly antibiotic changed my origin point to be to 3D cursor. And the reason for that is because I want to add mirror modifier. So we have the other one on the other side as well. So you can see that we. 6. Adding Legs And Arms: Hi everybody and welcome to another video and discourse. So as you can see, we are already done with posing tower blows and now we can go and continue with modelling that has to do body still. First thing, I'm going to select this middle piece. And with control and I will go and add edge loop in the middle. So now I can go and add x-ray mode. And here I will go and get rid of this health because I want to add mirror modifier and don't forget to pull Nero MAC modifier stack of S on top of other middle of other modifiers. So now we can continuing quit excluding the legs so I can go in face election. There is this face here on the bottom size. And if you press ie, you can go and insert failed there. So I'm going to scale down on the y-axis. So let me just go down and I want to make it as much as possible to be cubed. And now I can go and press E to extrude. So let's go in vertex of action. And here, as you can see, we need to adjust this a little bit. So I will go and positive like this. And now here we have this middle piece. I'm going to grab it and pull it up like this. And now I will go and pull those one as well. This one can go up like this. Let's move it to the site. And this one also here. I'm going to go and add one more edge loop, S, Z and 0 to make this one perfectly straight like this. And here I will go and give this one as it is. Let's go and move this one slightly down. Also this one here. I'm going to grab this one and move it, albeit under side. Let's adjust this, those two as well. I'm going to move those closer insight like this. And also I'm gone S, Z and 0 to make this one perfectly straight. And Lesbos in writers to graph q. And here you can see that we need to adjust all of this so we can go and bulldoze up. So I will press S, z, z0 and z2, pull this one up. And now I want to go and move this one a little bit on the front, like this to make it more rounded. So actually, I'm going to select only this front, front vertex and wizardry and Z. I can go and pull this MAN there. And now I will go and select this one and this one here. Now I can go and do go and skill on the z. On the y-axis are plus S and y to make it more rounded. So something like this is going to be just fine. And as you can see now, we need to fix the issue that we made here on the front part. So I will go and adjust all of this. Now I can go and all this fun down also this front here. And now everything should be just fine. So I'm going to return this slightly insights with the G and Y. And now we can go and pull this one slightly up. So I'm going to press it to edge sliding. So to boss here is going to be just fine. And now we need to create those arms as well. So here I will go and select this face here. And with the I am going to insert face. And now let's go and extrude this out. Actually, this is way too big, so I'm going to press, I, once again to scale it. And here I'm going to go and actually invert the selection. I will go and scale this a little bit on the why. Let's go and pull this one down slightly. And now I'm going to make this one perfectly square cell press S, y and 0 to make it perfectly aligned on the y-axis. Also here. Let's do SSE and 0 here. And we have this square here that we are going to use for extruding. So we can go and press E to extrude. Let's go and rotate slightly like this. And now we can go and start extruding more and more. I'm going to rotate as well. And let's go and Extrude one more time. Insight like this. And now invert the selection. We can go and adjust this one a little bit to match the reference image. Let's go and do S, Z and 0 to align it on the z-axis. In this one should be just fine. So I'm going to go and check if everything is gauge here. So you can see that we have issue here and that's because we need to go and move those slightly back. So I'm going to select all of these and a G and Y to pull this back. And also those here on the top side. I will go and actually all this one on the x-axis, slightly insightful in this. And now everything should be just fine. So I'm going to go in the writer to RFQ. And here I will go and do. I'm going to go actually END. Pulled those a little bit back with this. And now maybe this marking goes slightly up. So as you can see, we need to return this one as it was. So this is going to be just fine. I will go and x-ray mode. And here I'm going to lower down this part. Let's pull this one up. That's small it inside a little bit. And let's see if everything is key here. So I'm going to go and do edge siding here. So best twice g to return it flattening insight. And also this one here, air sliding saccades. So this is too much. So maybe on the, this one here and slicing this one in the front. And now I'm going to go in front orthographic view. And here you can see that we need to move tos. So I'm going to select all of these passionless going heir selection in xy. And here I will go and kudos on the x-axis. We this and also this one as well, sort of have to go out there. And as you can see, we are done with creating buddy for our bendy. So that's it about this video. Stay tuned because in the next video we are going to model out shoes. And later on we are going to start with adding materials and texture 2Ds. So see you there. 7. Modeling The Shoes: Hello everybody and welcome to another within discourse. So as you can see, we already have the whole character. And the last thing that you need to muddle out is going to be shows socialistic in muddle out with the cubes and mirror modifier as well. So I'm going immediately to add subdivision surface with number of subdivision three. Right-click to change shading from flat to smoke. And the next as usual, is going to be mirror modifier. So now I'm going to pull my mirror modifier on top. And now in edit mode, I'm going to separate those two cubes on the sides. So let's go and placed where they should be sought to about here. And now I'm going to go and place it, this. And let's go in and edit mode. So first I'm going to go and to begin with this bottom part. And I'm going to suit this top part as well, like this on the z axis. So now I have this front face here. I'm going to actually move this to the side slightly. And now I can go and pull this, Extrude two, this one out like this. Now, let's go and extrude this one more time. So now we have the base, the base for the shoes m. Now we can continue. So here I'm going to scale this one, this front face on the x-axis. So something like this. And let's go into more detail to decide. And let's select this front face. And I'm going to skill up. Now I'm going to go and add edge loop right here, like this and one more in the middle as well. So something like this is going to be just fine. So we have the base for the shows and as you can see, the front parts should be a little bit more rounded identities right now. So here I'm going to go and add edge, look, and let's go and select this and pull this up. And now I'm going to go and scale this vertices here, those edges here in the front part, sock breast S, x and scaled on the x axis like this. And also here, this front part, I'm going to go and pull this one in the prompt like this. So as you can see, we are almost done for modelling shows. So now I'm going to go and actually scale those edges here on the front. So this one and this one. So just nicely like this. And now we can go and actually I'm going to keep those as as they are. So now we can go and focus on modeling the back, the back part. So let's go and add edge loop there. I'm going to go and now create the loop for, for this. I'm going to get rid of those faces. And now we have this edge loop here. So I'm going to press it to extrude, right-click to cancels woman asked to scale. And now I can go and excludes those Insight. E to extrude right-clicked cancel and asked to scale and f to build the whole insight. So as you can see, we are almost done. So now we can go in top orthographic view. That while we have x-ray on, I'm going to go and move those slightly back into G and Y. And as you can see, we are done with modelling the show's. So let's see if we have any issue here. So now I'm going to go and actually select those, those m vertices here. And two g and z, I'm going to go and slightly more. Those dang, I will do the same here. Let's go and see. Let's actually pull those in the front. So per g and y. And I'm going to see if everything is K here. Let's go on the right side. I'm going to move this one down and this one as well. So both of these, this one can go slightly more down. Let's go and pull this one up like this. And now we are done with modelling shows. So I'm going to turn off x-ray and let's see if everything is correct. So let's go and place them where they should be. So to about here, I'm going to write it on the X axis slightly, and let's go and separate those. And as you can see here, I'm going to go and close this one here on the top. So I will need to go and select this one here. And actually all of this, I'm going to zoom in. Let's get rid of that x-ray that faces. Let's go in next remote. So I believe this is going to be the phase. Does he need to go and pull out? But it gets rid of that, of those vertices. So the next one should be this one here. So I'm going to go and pull this one up. And actually I will go and delete those. Now. I'm going to go and scale those down. Read this. So let's go and actually I'm going to go and scale this up. Like so. Let me see if everything is okay here. I'm going to go and add edge loop here by pressing control. And so it's a little bit squarish. So we can go and enable this loop, adam sander preferences. They can search for a look into enabled this mesh loop, those add-on. So now if you press right Nick desorption loop dose, and now you can go and convert those to the circle. Let's go and do the same here. And also here. I'm going to do the same here. See here. Okay, so we will need to talk to move those apart in order to do that. So I will go and select all of these loops, convert them to circles. We have this one on the top. So now is more rounded than it was. And now everything should be just fine. So daunting is now to places where they are. So I'm going to turn off merge here. Let's go in top orthographic you kudos, plastic BEC, closer together. Sotto voce here is going to be just fine. Let's go out of x-ray mode and see if everything is correct. So now we can go and select our character and small dose a little bit to the side. Also this one here. I'm going to actually go and skill this one on the bottom and place it where it should be. And now I'm going to go at bulldoze closer. And now we are done with modeling shows. So, but they are a little bit too small, so I'm going to go those move them apart. So to about here. Lets go and close the gap inside. So we have this hole here. I'm going to close it, it to suit insight like this. And now we can press it just after filled the whole insight. And now we are done with muddling through. So now we can go and just lightly pull it inside and here we are. So as you can see, we are done with modelling car characters. So stay tuned because in the next video we are going to add materials and texture. And I will see you there. So see you there. 8. Texture,Materials,HDRI And Final Render Settings: Hello everybody and welcome back to our last CD in discourse about modelling in creating vending machine character bending. So as you can see, we are done with modelling. Can now i'm going to go, go into the final taking on the models. So here for the hat, I will go and write orthographic tube. I will go and select those front vertices. And let's scale dose slightly back inside. And now I'm going to go and select those two here. And I pass es and Vitis guilt on the y axis. And also Armand to scale those on the side just lightly. So press S and y to scale those, the y-axis. And here on the front part, I'm going to go and in the front Earth orthographic view, I will go in x-ray mode and here with the vertex selection, I will go and tweak our model just slightly so it can see that this one king goes slightly up. So something like this. And let's go and call this one insight. Also those here on top as well. And everything seemed to be fine. So that's it about tricking head. And the last thing that I want to talk about is going to be this, those shows. So I believe they are a little bit too small. So I'm going to scale it up and out, pull those to the side. So something like this is going to be just fine. And here I can go and select back my character. And let's go and move those slightly inside of the shoes. So something that is going to be just fine or actually need to move it, displacing more. Let's turn off our x-ray at now is going to be just fine. So now we can go and apply materials. So let's go and select the body. And for the body we are going to use simple, basic black material like this lesser stood material, premia, and for the shoes, I will go and apply the same material. And now I'm going to go and add texture to our head because I want to have face. And for that we are going to use image texture and in order to place it how it should be, we need to unwrap this. So the best way and the easiest ways for us is going to be here by going under UV Editing. And now before we continue, I'm going to go and apply mirror modifier in objects mode. Now let's go back in edit mode, press a to select everything. And now I'm going to press you to project those. This, this mesh to be unwrapped it from the EU. So you can see that we have exactly the same shape that we had that we have here on the right side in edit mode under UV Editing. And here I will go and open the texture image. So here you will be able to get all this reference images, all this texture images from the description of this course. So for this course I'm going to use structure number four, but if you want, you can use the other mass as well. So I'm going to open this image and now I will need to add material and also to bond that material, we need to apply this structure here. So under shading, let's get a new material. And now with the shifting a, I'm going to search for the image texture. And now I will need to plug in this to the base color. So here we can go and select texture number four. And now I'm going to create a new node which is going to be textured coordinate and also mapping as well. And now I'm going to plug in this structure coordinate UV to the mapping and now mapping to the vector under, under image node. And now we can go and returning back to the UV Editing. Now, i will hold the z and move it down to go material previous so we can see how it's going to look like. And now we can go and scale the mesh like this. So just slightly more. And now I will go and pull this slightly up like this. And we have the phase gate. But the issues here that we have, as you can see on the other side, we have the same texture. So I'm going to go on the backside. And with the face election, I will select all these phases here. And I would just simply add an another material on this backside so we can go into materials, create a new material. And now we can just assign the new material here, pressed aside. And now we don't have the back anymore. So now we can go and add the material for our bow tie. We are going to use the simple white material. And now for the, for the Gloss, I'm going to press age to hide it so you can see that we have those small dots. And this time I'm going to use texture coordinate to create those dots. So the best and easiest way for us is going to be by going here in edit mode. And we are going to do this with the texture coordinate. So now I'm going to create a new image. So let's go and create a new cases. So I will go in edit mode. Let's create a new image. Let's call those glows. Create a new image. So this is the empty glows. And now I will go and press a, two UNDRIP and rapids. I will go and top orthographic view. Press you to protect from you. And we have this image of our, of our glows. So now I'm going to go under, under shading. And here I will go and create a new material for our glows. And with the shifting a, let's search for the image texture. I'm going to plug in this to the base color here like this. And now for this image texture, I'll go and use glows texture. Let's add the same texture coordinate and mapping that we had before. So mapping. And now let's plug in this UV mapping and mapping the image texture like this. And now we can go and architecture paintings. So here you can see that you have black material and I'm going to use this field Tool, which is this one here. We have a white-collar selected left-click. And now you can see that we immediately got the white material. So now we can go and use draw brush. And now let's switch from white to black like this, holding and going down. And now we can paint on top of this. So let's go and create those small dots. I'm going to press right-click to. It'll be radius. And let's go and scroll down here under, under. Let me just find under stroke, we have this stabilized stroke. So when you hold it, you can see that we have a little bit slower, slower brush, so you can enable that option into, let's draw two lines. So this is one and we need one more. So the other one is going to be like this. I'm going to hide our armature. Soviet need actually one more. So something like this or you can draw it here as well. So I'm going to go and draw the this. So this is going to be just fine. So now I'm going to go back on the layout and the issue here that we had before. So we need just to select those two faces here. Actually those phases here. And I'm going to just attach any material to those, press assign and we solve the issue. So now I will go and add a backdrop. So with a shift and a, let's go and create a plane scaled up. Move this down with g and z with is. Now I will go in edit mode. Let's select those back vertices and I will press it to extrude on ten Luckett on the z axis. Now, I will go out to an object mode and PID controller and a I will apply a transform. But the reason for that is because I went to Bible this edge here. So we can go and thrust control and big scroll up to add more loops. Go out of edit mode and right-click to change from slept, too smart. Now here we can go and add a material to it. And let's switch to their underachieved. So here you can see that we have this basic render. But I'm going to actually press 0 to enter in camera view. And if you press shift and the key above depth, which is the key, you can see it here. You'll be able to enter in fly, navigate, Monophysite your camera. And if you screw up, you will be able to speed up your camera. And if you scroll down, you will be able to slow it down. So let's find some good position for our final render. So something like this is going to be just fine. I'm going to go and pull the slicer here. Move it back slightly like this. And now let's scale our head a little bit because I believe it's a little bit too big. So I'm going to go and scale this on the x axis like this. And now for the lightening, I'm going to use HDI. So first we will need to get atria HDI and the easiest way for us to intubate to go on this webpage which risk? Hdr I haven't dot com. And here you will be able to find all these ASD rise that you can get and use for your scene. So for mine, I'm going to use studio. And let's, let's go with this studio small, we can select any of these. All of them are free. And here you will be able to download different resolution. So I am going to use to pay for my final render. Let's place it in the folder. And now let's go back under blender. And now under shading, there is objects. And now we need to switch from the object to the view to the world. And now let's find Environment texture. So with this lecture, we are going to plug in this to the background. And now if we open up, we can find this small studio. And let's go in there under, under a tool you can see the back hydrogen to look like. Let's get rid of our point light. We don't need that anymore. And now here we can also do the same texture coordinate held before and also mapping. And now you can plug in this to the vector and once again, like this. And if you want to rotate your background, you can go. And so this is going to be under, it's mapped under UV, but this time I'm going to have generated. And now if you want to rotate the source of light, you can go and rotate it like this. And the rotation. So something like this. And now you can go under heavy switch into the cycle. And if you, if you have strong GPU and Windows system, you can use GPU as well. And now he pressed 0, you will be able to enter in camera view once again. And here you are. Don't forget to turn on denoising under denoising and render. And also, for example, you can play with this a look as well. So for example, you can turn on the contrast. For example, this high contrast looks good. I'm going to give medium high contrast. And also, for example, you can use curves. So here you can see that you can pick your, your final render just like this. Also, you can change the color as well. So I'm going to just lower this down slightly. So I get this ought to look debt that bendy cut as a style. And also for example, you can go for the shoes. I'm going to go and make this material unique. And for example, you can go and lower down the roughness. So now they're glowing and now now we got really fine effect. And now you can go and render this out by pressing, by going under render, render Image NT rendering is going to begin. So that's it about this course. I hope you had fun and I hope you will create an interesting project like this and use it for your portfolio. And I will see you in the next course. Bye.