Creating And Animating A 3D Disney Character | Dino Bandzovic | Skillshare

Creating And Animating A 3D Disney Character

Dino Bandzovic, 3D Artist and Animator

Creating And Animating A 3D Disney Character

Dino Bandzovic, 3D Artist and Animator

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11 Lessons (1h 56m)
    • 1. Class Introduction

      1:36
    • 2. Adding The Reference Images And Modeling The Base Of The Head

      14:14
    • 3. Modeling The Nose and The Ears

      9:36
    • 4. Creating Goofys Hat And Base Of The Body

      10:54
    • 5. Modeling Arms and Legs

      6:58
    • 6. Goofys Shoes

      8:28
    • 7. Creating The Vest

      14:21
    • 8. Modeing The Hands

      12:33
    • 9. Adding Details To The Character

      10:54
    • 10. Materials And Texture Painting For The Head

      13:22
    • 11. Animation And Final Render Settings

      13:22
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About This Class

Hello everybody and welcome to another blender course. My name is Dino and in this course, we are going to create a Disney character Goofy.

This course is beginner-friendly but if you are an advanced 3d artist you can use this course as an exercise. In this course, We will start our character creation by importing our reference images that you can find and download on  https://gum.co/bCdSA, then peace by peace we will start modeling our character.

Once we are done with modeling we are going to add materials to our character and also we will do UV unwrapping for the head and also texture painting for the face.

Once we are done with materials and texture painting we will export the model as an fbx file and import it to the Mixamo website where we will rigg our character and pick our favorite animation for free. Later we will download it from there and import it back into the blender. We will finish our course by importing HDRI for the lightning, animating a camera, and doing final render settings

. At the end of this course, you will have a 3d character with animation which you can use for your portfolio or share with your audience on social media.

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

Meet Your Teacher

Teacher Profile Image

Dino Bandzovic

3D Artist and Animator

Teacher

ABOUT: 

 

Hi, my name is Dino, a graphic designer, and 3D artist. I graduated from International Balkan University in Skopje North Macedonia, Faculty of fine arts, department graphic design. I have done lots of work for a wide variety of businesses over the years.

In June 2019. I joined Awesome Tuts (the ultimate game development academy)where I become a teacher and graphic designer and with my colleagues, together in our academy, we made over 80 courses about game development, graphic design, and 3D art.

I have a passion for art, teaching, and helping students to not only learn but have a fun experience while doing so. I've been passionate about art my who... See full profile

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Transcripts

1. Class Introduction: Hello everybody and welcome to another blender course. My name is, you know, in this course we are going to create a Disney character, co-teach. This course is a beginner friendly, but if you're advanced 3D artists, Eugenio discourse, this is an exercise. In this course, we will start our character occasion by importing our reference images that you can find the end download from the link of the description of this course. Then please buy this will start modelling car character. Once we are done with the modelling, we are going to add materials our character, and also you'll do UV am prepping for the head and also Texture painting for the face. Once we are done with materials and texture painting, we will export the model as an FBX file and import it into the myxoma website variable Rick, our character and pick our favorite animation for-fee. Later we will download it from there and import it back into the blender. You will finish our course by inputting a derived for the lightning. Anyway, think of gamma and doing final under settings. At the end of this course, you will have character animation which can use for your portfolio or share it with your RDS on social media. So let's begin and I will see you in the first video. 2. Adding The Reference Images And Modeling The Base Of The Head: Hi everybody and welcome to our first video in this course. So before I start working with the vendor, we should go and create a new folder where we are going to save all the necessary files that we are going to use in this project and all project assets that we are going to save. So as you can see here on my desktop, I created a new folder with the name goofy. And also I got those two reference images that you will, you will be able to get from the link of the description of this course. So on the first one we have goofy character, the retro ion, which is created in 1932. On the second reference image we've got his faces. So we are going to use all these images in the modelling practice. So right now we can close this and open our blender. And as you can see here, currently we are working with blender to 0.9. 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 the new features and bug fixes. So first let's go and create new file under General. And here as you can see, we have our default scene with our default light, default camera and our default cube. So right now I'm going to turn on my screen casts that not so right here on my left corner, you can see all the shortcuts that I am going to use in this course. So first let's go and tight for now this QC by pressing cage and let's go in front orthographic view by pressing number one on a keyboard. So with a shift in a, I'm going to search for image. Then I will add a reference. So let's go and navigate to goofy folder. And let's go and import the first reference image. For now, I'm going to move this to the side. And now let's import to the second one, which is the goofy face reference images. So let's find it. It's right here. And now I'm going to grab it. And I want this one to be the focus in the middle, the phase here which we are going to use for modeling. So we can go and focus here. And now I'm going to go and also enable this filter, which is for selection. So if you check it here, you will not be able to longer to selected this image. So let's go and return it back. And here in this reference image, in this image settings in these breakfast is menu, we have this image, sadness. And here I will go and turn on this transparency. And I want to lower down the opacity. So I will 0.05. and I think we're going to be just fine. And also I want to disable this from being seen in perspective view. So right now, I can only see it by pressing one on an amp PET and not in perspective mode, as you can see. Also, I want to turn on this back into depth so I will be able to see my cube while I'm modeling. Now I will need one more, so I will duplicate this with a shift in D. And now I will rotate it on the z axis for 90 degrees. Now I can go end. Go in right orthographic view by pressing three and G, I will navigate to decide reference image, but I want to write it this other way because I want this one to look in the front. So we need to rotate this for 180 on the z. And now I can go and position it here to be right here in the middle of his head. So to about here. Let's see. And now everything seems fine. Also, I want to keep everything the same. So all these images, I want to move in the new collection. So press M and create new collection, and let's call this reference collection. And now I can disable those from being selected. So now I can go and return my cube here back to our scene. Let's scale it down and move it slightly up. So just like this. And now I will go in edit mode by pressing Tab and with control and there I will create an edge loop right here in the middle. Now I will go in X-ray and I want to get rid of this half because I want to add mirror modifier. So here under modifiers I will add mirror modifier and also don't forget to turn on clipping. And now on top of this, I want to add another, another modifier and that one is subdivision surface. And let's increase number of subdivision 22. And I want to change the shading here, so R, from being flat to smooth, you can press just right-click and shapes mode. Now, I'm going to scale it up to measure the reference image as much as possible. And with J, I will move it slightly up. So if you go in edit mode by pressing tab, we can see this. We need a little bit more geometry so you can add edge loops by pressing control and air. And now you can pull those vertices to match the reference images. And with the number three, we will go to the sides you. And also as you can see, we need to match also those vertices on the site. So the next, I will move this with the G slightly down and also this top part as well. Maybe this a little bit in the front, like so. And let's see, we can also pull this slightly down. And the next step that I want to do, I will move this slightly done because I want to extrude this, the frontal part of goofy mouth. So I will go and move it this slightly down. And now I can select these bottom part entity. I can go and create a new faces here. So now with the G, I can move it in the front. And now I can select this and pull this down. So now I will have this frontal parts which will, I will be able to extrude indifferent. So with 0s, I will extrude it in the front. And now I can go and scale this up by pressing guess and to be the g and z, I can move this slightly up. And I will add few edge loops too. To match the nose. So now I can go and pull this vertices down. And this one needs to go a little bit up and in the front. So now I will try to match the reference image as much as possible. So here our best G and move it in the front and this one as well. And now I will need another one for this wrinkles on the nose, Soviet control. And there I will go and add another edge loop here in the middle of those two. So let's move this up. And now as you can see, we have this basic shape. And as you can see our head. We will need the 11 more edge loop to make, make it more rounded. This back and back part of the head. So here I will go and scale this up this edge loop. And as you can see that we will need to make it more rounded. This, this top part of the head. So let's move, let's pull this slightly to decide. Now with the g, I'm going to pull this slightly, slightly to the BEC. So to about here is going to be fine. Let's see. And now we will need to extrude this bottom part of the mouth. So here I will go and select this button part, like so. And now I will go in right towards the graphic view by pressing G and V G, I will pull this all the way up to about here. Now I can go and press enter to rotate, like this. And now we can go and grab this end slightly pull down. So as I already said, we will need to extrude this bottom part. So here I will select those phases here and fit e. I can go and pull it out. So here I got mu geometry, which will help me to create the, the, this button mouthpiece. And here with g, I'll pull this slightly in the front. So now we have this frontal part. And here I will go and strategy and pull this all the way on the back. So now you can measure the reference image much better. And here we have this new phases that we will be able to extrude in the front. So here I will go and let's see here on this Beck. And as you can see here, we have the angles, which is, as you can see, we have here five vertices instead of four. So here we will need to fix it. So as you can see here, I will go back to see the mistake I made. And the reason for it is because I will need here to go and pull this slightly down. Let's see. And now let us see here. So we will need to rotate. And now I can, I can just go and pull this to the vec. Now. Now it's looking much better. So I will press G and X to pull this on the back. So I wanted to stay to have the shape of the head around it. So with j index, I will pull those words is insight. And the next I want to go in the front, indirect orthographic q. And here I can select this face and VT. I can extrude it out. And now I'll press air control and there and add edge loops. And now I can pull this slightly down. And here I will select those vertices and pull it slightly up. And also now I can go and practice this. And here we have the smelt and this bottom part of the mouth. So as you can see, we have good shape for our head. So let's kill this just a little bit. And now the next, we need to go and add one more edge loop here because we want to scale this up and to have the mouthpiece actually cheeks, cheekbones of the goofy. So here I will press S to scale it up. And here. And let's go in the frontal part. And also here we can add one more edge low by pressing control and there. And as you can see here, because we are having mirror mode, we can now only focus on one side instead of focusing on two sides. So here we want to make this pinch for the nose. And I will pull this slightly up with g and z. And also, let's see in the X-ray mode, by the way, can go index ray without going on the top of by pressing out and S and Z actually. And now let's pull this a little bit in the front. And here I will go and turn on the gauge on the subdivision. So now you can see all the vertices while you are having subdivision modifier on your mesh. And here I will go and scale this and dx. So make it dinner in the front. So let's go and see if everything is okay here. So as you can see here, we will need to fix this top part on little bit. So here I'll press S and adjusted just a little bit to to make this and the shape of the head more rounded. So here with the g, i will move slightly to the side. So let's see. Now I can pull those two vertices closer to the middle. And now we can go and pull this slightly up. So let's go and see how it's going to look like in our right orthographic view. And as you can see here, our top party will need to adjusted just a little bit so we can get a more rounded shape. So here I'm going to go and add edge loop. So let's select this, invert this. And now I can go and just move it slightly to the site by pressing g. And this one can go ultimately in the front. And now I can go and make those, those wrinkles for the nose. So we have this, another one here. Let's pull it slightly insight. And here we got the shape of the head. So let's adjust this a little bit more. Let's turn on our gauge so we can see better. And now with g and we are going to pull this back. And now we can also adjust those frontal, frontal vertices. So let's pull those slightly up, upfront. And here we have created a does shape of the goofy. And as you can see, he's looking nice. So that's it about this video. Stay tuned because in the next video we are going to finish the head of the goofy and we will add no steed and also the ears. So see you there. 3. Modeling The Nose and The Ears: Everybody and welcome to our second video discourse. So here as you can see, we are done with modelling, goofy said. And now we can go and focus on small details like knows, years and so on. So first let's go and select this top part. So I will go and edit mode. And with shifting this, I want to return my 3D cursor to this point where no should be. And now with the shifting a, I will get a new cubed arsine. And as you can see, so it would be too big. So I will need obviously to scale down. So press S to scale it all the way down. And now I'll press one to go in front orthographic view. So here I will move it slightly to the left and let's kill it all the way down. And now we will need to add a subdivision surface with number of subdivision two. And now let's go and edit mode. And here I will go and start extruding this top part up. So let's just return it scaled up a little bit. And now I can scale this down. And here with me I will go and start pulling this up and creating a new phase. So to about here. Now I can go and scale it slightly down. And here I will go and add another one which I will scale up. Now I can focus this and on the top part, press Ratcliffe to change shading from flat to smoke. And now I can go and rotate it to match the reference image as much as possible. Maybe something like this. And now I can go and in edit mode, in axial mode, I will go and pull this slightly down just to be sure that my nose is insight. And now I can go and move those vertices to match the reference image as much as possible. Also slide to this top part. And now with g, let's move this down. Now I can go and select the head Beck. And here, as you can see, we will need scale these down. And to the G I will go and return it to the position where it matched the reference image. So let's bend around to see if everything is alright. And now as you can see here, we can go and slightly move this in the front. So let's see. And now it's looking much better. Now we will need to make again that pinch the nose. So I can go and pull this inside just a little bit. Also this one here and this one as well. All this. And now let's go and see if everything is k. So here I can go and select those two and also pull those up. And now I can go and select this part here and slightly move it with the g and a little bit inside, like so. And next I want to create a nose Pinterest. No sprinkles as well. So let's go and I will go first enter just this top part. So here I will press a G and pulled slightly in the front. Let's see. And also we can go now. So everything seems fine. Maybe this part here. So here for this part we can go and press control MB to battle it out. And as you can see, we can now focus on these vertices here. The new one that we created, we compress a G And decks to move it inside. And now with all of these, you can just press g and z to move it down. And here we have this one wrinkles. So here I will go and do the same. So I'll select only those four vertices, actually three vertices. And now with Control B, I can bevel it out. And now those knew those new vertices. I can slightly move inside. And here I can press S and S and y to scale it on the y-axis. And also this one here, I will do the same, so x and y. And here we have those wrinkles for the nose. So as you can see here, we are going to press S index and two skeleton the x-axis to match their nose size as well. So also those here, and those here for the first one, S and X it inside. And as you can see, we have those nodes wrinkles as well. So now we need to adjust the shape of the head just a little bit more. So here as you can see, we will need to scale this on the x and pull those as well. So always try to spend as much as possible times on the shapes because it will match the reference image, it and more and it will look better at the end. So now we are going to make goods. So with width, with the shift and we are going to create to return the 3D cursor and we are going to add queue up. So let's move it here and scaled all the way down. So to about here. I'll press S and X to scale on the x-axis. And now with control MBI, we are going to Pebble it out. And we derived click. We are going to change shading from the fled to smoke. And now we are going to try to match the reference image so we can go and pull it here. And with air and Z, we are going to write it on the z-axis, like so. Let t. And also we will need another one. So here I will go and add mirror of modifier. And as you can see here, we immediately have also on the other side as well. So I will go and move those here to be in the middle with the G. We can move those. Now, if you go in edit mode, you can move it separately. So now we have also taught for our goofy and everything seems fine for now. So now the next lets see. So here for the years, we are going to go and select this face here. And we can go and press I for inserting phase. And now we compress it, we scale it just a little bit more. And now we can go and press E for Extrude. And now we are going to go in front orthographic view with the number one. And here I will go and pull this slightly down with the g and x, with the g and z. And here with control and data, allocate a new edge loop to move it, to move it up. And here I can go and scale this. So here. But before that I will go and return it slightly insight with the G and X. And now I can extrude another part here. But as you can see, our ears are a little bit thin. So here we will need to slightly scale this. So I can press S for scaling it up on the y. So we can select this bottom part here. And S and Y, we can go and scale it up. And we have years for our goofy. So let's see. But I think they're a little bit too big, so we are going to go and scale it on the Z as well. And now we can go and select this part here. Let's see. We are going to slightly rotated on d y. So we are, we are going to press M and Y. And now you can move your mouse to rotate it slightly, like so. And as you can see, we are done with modeling the ears. So let's see if everything is a k here. And now I will go and slightly scale this down. And now they are looking much better. So that's it about this video. Stay tuned because in the next video we are going to create the hat and also we are going to create the buddy. So see you there. 4. Creating Goofys Hat And Base Of The Body: But the end. Welcome back here, as you can see, we are done with modelling, goofy said, and now we are going to model out the Goofy's head. So first, let's go and move our cursor on top of his head. So I will hold shift and right-click to move the top. And the 3D coarser and new objects are going to appear right here. So with a shift and a I will start with the cube. And now I'm going to scale down. Also immediately I want to apply subdivision surface modifier on. And now also I want to change the shading from bled, too smart. And now we can go in edit mode. So here, as you can see, we need to scale this down. So I will select everything and now with S and Z, i will scale it down. Now we can go and scale it in all directions. And now I can select this top face here. And our best AI for inserting phase. And now I can press E for extruding out this tab but as well. And now we can go and press E Once again. So to about here. So this is the base of this above his head. So now we can go and start adjusting those small details. So here I will go now in vertex election, and I will add one edge loop here and here to move this closer. Now I can select this part here, the inner part, but I want to turn on the gauge. And now our g and z to move this down. And now I can adjust all of these vertices here so I can go in x-ray mode. And now I can go and select this part here and g and z, I can pull this up. Must pull this also up. Now I can go and add one edge loop here in the middle, and I can go and scale it down a little bit. Let's pull this down. And now we can go and scale these down as well. And this one here as well. Like so. Now I can go and move those down and also rotated slightly. Now we can pull this one here and this one here as well. Now we need to adjust this top part also. So here I will go and select this edge loop of the phases. And here I can go and scale up just slightly. And with E and S, I can scale this. And also now we can go and Moody's slightly down. Now in vertex selection, I can go and select this top part here and adjust to our reference image. So here we can go and pull this insight. This one can go down and two need one edge slope here in the middle. So now we can go and pull this down. And now I'm just moving those, those words System at the reference image as much as possible. So this one here, maybe this one here. Also this part here. Let's pull this insight like so. This one can go plus will be here. And here we created the goofy set. Now we can go and adjust the also for the sides. So here as you can see, you can go and tractate, it's slightly, we can go and scale it down all wit. And maybe we can go and pull this here. And for example, we can lower down this part like so. So let's, let's bend around to see if everything is okay. And in x-ray mode we can go and just move this slightly to the side. And this part here. Let's go in top indirect orthographic view. And now we can go and scale this in the y direction. And I am going to scale this slightly down like so. So here we created above his head. And now we can go and turn on this add-on under adams preferences. So you can enable this atom which is a loop dose. Just check it here. And now we are going to turn to create this to be circles. So if you select this actual loop, we are going to press right-click and underlooked those who have circle to make it more rounded. So this top part as well. And now I'm, I will go and select each of this just to make it more rounded to shape. Also this one here, and this one here as well. Now, this one here. So I am selecting all of this Azure loops and converting those two circles to get a more rounded shape of this head. And now this top part, we can go and slightly pull it inside. So I will convert the circle, and now everything should be fine. I will just bet a g and z have to pull it in set. So here we created his head. So I'm going just like the two. I will add one more edge loop here and one more here and pull it up. So now we create it and goofy set. Maybe we can go and slice. We scale this up like so and monitored site. And this part can go up. And we have a goofy set. So the next step is to create these fulfilled buddy. So first I'm going to enable the selection of the, of the reference image. You're going to g I will go and slightly move it to the middle point here. So now we can continue working on this, on this, on, on this go through body is also small adjustments as I want to make on the hat. So I will go and narrative mode, and I just want slightly to scale this down, like so. And now I want to close this to disable this reference image from being selected and Taiwan to select my collection here. And now we can continue with the body. So we the shifting a, I want to get a new tube and now I want to scale it all the way down and move it to be on the top part here. Now I want to add also subdivision surface modifier with the number of subdivisions to, and let's change shading from Smoot. And now we can adjust all of this. So here I'm going to start pulling this down and I'll press E and F Now I will need to scale this up and also this one here, maybe the shape or the button for the body. And as you can see here is not perfectly straight. But because we want to have animation R3 will need to do to make it dollar this body part. Actually, let's move it slightly down like this. And now we can go and start scaling and this part here. Let's add one more edge loop here. I'm going to do a slight being here. And now we can go and scale this on dx on the y. But this part here needs to go out a little bit. Let's pull this also. If I, this may be this part can go in the front. So something like this, you're going to be just fine. Let's do both adjustments. So I'm going to pull this back to see how our shape is looking so far. And maybe we can go and scale this part here slightly on DX. And now we have these perfectly rounded shape for the body. So let's see how it's looking. Nth now we can go and focus on the next. So here I'm going to select my face here and press E for inserting phase here. Now I want this face to be excluded by siloed press E, but I want to scale it more than I can extrude it up. Now. An edge loop here and one more here. So now I can adjust his neck a little bit better. And now I can dress twice g to move this slightly down, like so. And also here, for example, I can go and scale this part out a little bit. Now, I can just go and select all of these here. And as you can see here, we will need to adjust this part here as well. So I will need to go and switch to see if everything is k here. Let's pull this slightly up. Now in edit mode here, I'm going to scale this part up. Also this one here. Let's move it. And also this one here as well. And now we have the neck also. And now I can go and convert all of these loops to be circle. Also this one here. And now we have the Goofy's neck and body as well, though that's it about this video. Stay tuned because in the next video we are going to add arms and legs as well. So see you there. 5. Modeling Arms and Legs: Everybody and welcome back to another video. So here as you can see, we are done with modeling the body shape. And now we should focus on taking the rest of the body. So we need arms, legs, shoes at hence L as well. And also we have this famous vests for the goofy. So first let's go in edit mode. And here with controlling their, I want to add air to loop right here in the middle. And also now I want to press S y and 0, S x and 0 actually to align it perfectly straight. And I want to get rid of this half here. So all on the left side I want to delete because I want to add mirror modifier. And now don't forget to turn weeping. And as you already know, we need to pull this up. So we need always to have a mirror on the top. So let's see without x-ray, if everything is OK here. And now as you can see, we need to do a small adjustments. So for example, we can go and scale this part out. And as you can see, we have created that rounded shape may be just a little bit more. Or actually we can go in X-ray and deselect this top part with, we do mouse. So I am going to circle selection with C. And you can scroll up and down your, your brush size. And if you hold your middle mouse, you will be able to the vertices. So I want only this one to be scaled up. And now we can go and for example, we can select this top part with S z and we can align them to be perfectly straight. Also this one here, and this one here as well. So now let's go out of x-ray. Let's see what we have here. And as you can see here, we will need to adjust this year. So I'm going to use twice g to do SCID here to make them more moron shape here. And also for this part here, this back part. So twice g, small adjustments to make it more rounded. And now we can go and focus on the legs. So here we have this face here that we can use for extruding the legs out. So here I'm going to press i for inserting phase. And now I can go and press S, Z and 0 to make it straight. And now also amount to align it here on divine action to scale down on device. And we derived click, I want to convert this to the circle. So let's go on the bottom. And let's see. So I'm going to rotate it slightly on the z. So press to rotate it. Now I can pledge g plus the down at now with an e, I can just extrude it down this bottom. But so also we can go and add edge loop here all the way down, like so. And now I'm going to use X-ray and here I will go and adjust this leg size. So let's make it thicker, like so. And here we have the legs for the goofy. So let's pan around to see if everything is okay. And as you can see, we need to fix this issue. So now it's looking much better than before. And the last thing that we need to do for the body is going to be in the arms. So here we can go and add edge loop here. And now we have this extra phase here, which we can use for the arms. So here I'm going to press i for inserting face here, S n divide to scale on the y axis. Now I will go in right orthographic view and here are breast-fed click to convert this circle. And now we can go and slightly rotate as well. And with E, we can just start extruding this part out to about here. And let's add edge loop as well. So now we need to adjust the size for the arms. And now if you go in top orthographic view by pressing 70 considers we need to also to, to pull this in the front. So here I've got g and also we can go and rotate the slightly as well. So to about here, maybe we can go and add one more edge loop here. And now we can just adjust this here and here as well. So let's see how everything is looking. I'm going to turn off x-ray for now. And as you can see here, for example, we can go and pull this slightly. All of this. And now everything should be perfect. Let's go and scale this part actually out. Maybe not that much. So here I'm going to go and select all of these. We can go and scale it on device. And here we created the arms as well for the goofy. So let's see how everything is looking. And maybe we can go and pull this disliked 2e to the x. And also we can go and make the legs longer. You can also add edge loop here. And if you go in right dot div F q, we can go and just slightly bent those like this. And also for example, we can pull this back also just a little bit. Let's turn off X-ray now and let's see if everything is gay. And for example, we can go and do edge sliding here will make it surrounded. And also this one here. So twice g, this one and this one here. Do edge signing here. And now we created the body shape for the goofy. Let's move this slightly down. Let's scale it Monday. Actually, we can go and just grab this and make it just started around it here. And now is looking much, much better than before. So that's it about this video stage, John, because in the next video we are going to get shrews, hence anti, we'll add details associated there. 6. Goofys Shoes: Hello everybody and welcome back to another video in this course. So here as you can see, we are done with creating the body of the goofy. And now we should go and get the shoes and pants as well. So let's start with the shoes. So first thing that I'm going to do, I will go and create another cubed or seen. And immediately I want to have subdivision surface modifier, and also I want to have mirror modifier, but don't forget to move disc on the dock. So now in edit mode, we can move this on the sides entity will. We can now work on both of his shoes. So let's kill it all the way down. And here I'm going to press Enter this face here. So also don't forget to change shading to Smoot. And now as you can see here, goofy shows are just surround it. So I will go and add edge loop here. Let's move this to the vec. Now we can go and let's see one more time. So this face here needs to be larger. And let's move this on the top. Also this one here. I'm going to align those to be the same height. Now here for this vec part, I'm going to press i for inserting phase here. And we can go and take this down. Now, we can select this to those two, and here we can go and pull it up. And also for example, we can add one edge loop here. Paul says to the bottom part, and now the next thing I want to do, I want to go and grab all of this vertices faces here around amplitude z0 I can go with actually I can just extrude it up. And now we can go and move this slightly down. I'm going to use X-ray now. We can just go and adjust all of this. And for example, you can go and make this one here. And let's go and scale this even more. And here we have that shape for the goofy shows. So we can go and scale this part out like so. And this one as well. Maybe not that much on DX. And now we should focus on this top part here and this one here. So we will need to maltose down. Let's choose this x and this time x-ray. And the vertex selection. So just go and maltose down, can align those to be straight. Let's see how everything is looking empty. Now, we can go and pull this one down. Actually, we need to move this one down here though. And this one can go in the front. And a Swami can move and Baalbek slightly. And we can scale this one here. And now we can adjust this bottom part is well, so I'm going to select this part, antipodes and X. We can scale this down. Also this part here, from red to green, this jade here. But I'm going to pull those here up with the G index. And this one here is going to be just fine. So let's see. And now I'm going to round it, this shape here and hear this, but I'm going to scale this down. And this one we can go and pull this up. I'm going to go and scale this all the way down. And now we can go and pull this one here up. And also, for example, we can go and pest control MBA to battle this, this part here. Or actually we cannot do that because we have too much geometry. We don't need that much here. So I'm going to go back few times. Let's make this one circle, son. I'll dress slightly, look those encircle. And now we can go and trucked it slightly. And fit G index. We can go and pull it up. We are going to change. And now we have created the show's. So let's see here and as you can see, we also need to pull this one here on the back. So like this and the j index. And maybe this one here as well. And now I'm going to adjust size. So I will select this part here. And for j and x, j and y, I'm going to move it back, but we need to be an x-ray mode just safely back. And now we have the shoes for the goofy. So now I'm going to apply this mirror modifier. And now I'm going to go and grab this entry to g. I'm going to move those slightly. The BEC, I need to be in x-ray mode because I want to select the whole lex. Let's, let's rotate those and also let's move those fun here. Like so. Let's see how everything is looking. And now we can go and let's see how everything we can scale this here, as you can see. And now I'm going to rotate slightly. And now we can go and put to the chosen. So first I will go and select one of these. And now I can go and scale those actually together. So here. And let's kill this up. Now I will need to move this individually. So I'm going to press a G and X, the mall with insight and also this one here. Let see how everything is looking. And now they're looking. Good. So the only thing that I want to do, I want, for example, to press l here to flank linked, linked one. And here, as you can see, we are actually going to solve both of these. And we can just go and pull this up. Like so, let's see how everything. And now I'm going call supress L. And I will slightly just rotated this one here and the other one, I will do this for the other one I will do the same. So I'm going to see how everything. So let's rotate on the other side and move this one here as well. And we have the shows for the coffee. So that's it about this video. Stay tuned because in the next video we are going to create. 7. Creating The Vest: Everybody and welcome back to another video. So here, as you can see, vacated the body of the goofy. And we also have hands and shows n. Now we are going to muddle out this vest for the goofy. So here you can see that it is not covering the whole buddy. It only covers this household of his body. So now we can go and use this buddy mesh. And now I will go in edit mode. And I will select with the Face Selection all these faces that goes around his body. And also don't forget to check all of these top parts faces like this. And now I'm going to do this v, the shift in D, but I'm going to cancel animal material and I want to separate this mesh from the rest of the body. And if you go out of edit mode, I press p to separate that mesh. And now I can go and scale this out. And with G and Y, I can just move this to the front. And as you can see, we have a good starting point for modeling the vest. So right now I'm going to go in Writer to graphic you, and now I want to adjust those a little bit better, so I'm going to scale it up on the Y. And now I will switch to edit mode, and now I can switch to the vertex selection. And here, first, let's start for this part here. So this part, I'm going to scale it down on the y. And let's move it to the side. And now we can go and pull this down, like so, and this one here. So here I'm going to press g and y to pull this out also those here. Pull this out also this one here. And this one as well. So this one needs to be out with more. So I'm going to G and Y, also this one here. And now we can adjust those here. So here I'm going to scale this part on device, but I want to make it flat breasts or press S, Z and 0. And now I will press S and vital skill on divine. Now I can go in right cartographic q. And here I can just go and move it slightly in the front end to the g and z. I can move those down as well. So now we can go and focus on this top part here. So I'm going to lower it down. Also this one here. We can press actually here and here, so G and G. And now this one here, we can go through this in the back. And now here I will press S, Z and 0 to make it flat, this top part for the neck. And now I'm going to lower it down with G and X. I'll move those to the side, also this one here. And now I will lower down this part here as well. Don't forget that this front part. Now I was kill it's down. And this one here can go even lower. And this one is just, is just fine. So here we will need to move this y. And now we can go and select those two entities, G and Y. We can pull this here. And now I'll pull this part out. And now we are going to adjust this back part as well. So I will go in x-ray mode, and here I will go first. Return those two together. I can go and rotate as well. And now I want to move this part up. This one here. This one alphabets higher, and this one can go lower. And now this one here, we compress twice g to do edge sliding. And now here I'm going to scale it up. So let's switch out, run. Let's turn off this x-ray. And now as you can see here, we will need to move this also on the back. And here I think we can go and scale these down, but I will leave to move this on the x. So g of x. Also this part here. So t and x. Even more. Let's go in here. And also, for example, it can turn on the occasional. So I'm going to lower down this part here and also this part here. This one can go slightly up. The point is closer to the body. And this part as well. Also this one can be lower. Those to gather as well. Let's switch back to the solid you, So G and Y slightly down. And also those two here. And now this front part can go even lower than this. And now I want to move slightly down. And this part with g and y, I can pull, pull it up. And let's go and fix this here. So G And x slightly. And here as you can see, the basic shape or shape of the vest. So now, as you can see here, we will need to rip it off. So this frontal part, we need to rip it off on the neck and also here for the for this bottom part as well. Right now I'm going to select back my vest. And now I will add one edge loop here in this front here because you will need a little bit more geometry. And now I will turn off clipping and merge for a second f now I can go at best a G at Moody's on the x or so this one here. Let's move those slightly out. And this one here. And now we can turn on back clipping and merge as well. And now I'm going to add one more edge loop here. So now I can go and merge those two together and also this one here. And now we will need to adjust this front part, two bits. So here I'm going to pledge GI index to Moody's slightly down. And now I will go in x-ray mode. So here as you can see, we all need to pull this back. Also this one here, this one, and this one here. We will need to move this in the front, so g and y. And now we can go and return this to original position and also this one here. So let's turn off this X-ray for now. And now I'm going to select this and this edge loop here and I'm going to align did perfectly. So press S, Z and 0. So let's see if everything is okay here on the other side. Also, those two, we can go and push here on the top. And now we need to fix this here, this part here. So let's see on our reference image how everything is looking. So as you can see here, we will need to make this kind of hinge for the, for the West. So I'm going to go and select this top part here. So this one and this one. And I'm going to move those to the side. And let's pull this one here and closer together. Or actually we can go and so to about here I think is when it is going to be just fine. So let's zoom in. And I'm going to select this top part as well. So this one and this 12 j and Y, I will return it back slightly. So this one needs to be a little bit more on the back. And this one, this one, we can go and actually move it on dx. Let's go and determine it. And that matters because we have clipping gone, entered J and while we can slightly quantities down. And now we can pull this like so. Now we can go and adjust those back here. So those can go out in the front. So let's see how are things looking. And as you can see here, we will need to move this one in the front, so G and Y. Let's see. So this one, we can press vice G2, do edge sliding. Also this one here, It's more rounded shape and everything seems fine. So maybe we can go and slightly pull up this more. And for example, we can add one more support lobe here for this button part as well. And now we can go and move this to the side. And now we have created this vest. And now the next thing that I want to do, I want to add a solidify or modifier. So first we can go. Pull this up above, above subdivision and here, as you can see, vacated this vests and I want to increase the number of subdivision 23. So let's see if everything is okay here. So the only thing that I can change here, for example, you can go and pull this slightly up, like so. And maybe this part can go even higher. So now as we get much better than then it was. So those two we can go and move those slightly to the side. Or actually we can go and modals gather like so. And now we can go and just this one here, slightly. Some maybe compress g and z to pull this up. And maybe this part can go down. Lower is down, like so. And let's pull this up. So those need to be open it a little bit. And now we can go and close this part here, slightly down and here we have created the West. Also, for example, you can play with the thickness here. So maybe something like this is going to be just fine. And now we are going to add one single button here, as you can see. So I'm going to create a new tube, Darcy, and let's add subdivision surface with number of subdivisions to less change shading to smote. And now I'm going to kill it all the way down with the g and z. I'll pull this down. Now I can go in right orthographic view and with S and Viagra is guild is done. Now I can scale the and more. So to about here. Let's go and see if the size is good. So let's move this here. And now I can start date is slightly and politics aside. And we have created this button here. So maybe we can go and just slightly scale this on the z and relativity and more. So now it's not perfectly perfect rounded button, but now it's looking much better. So let's see how this reference images looking. So we have this single, single button here. And while we are here, we can go and see it is the issue that we have with the hands. So here, let's go and see, is it receiving it? This whole inside? So I'm going to go, go in edit mode. And with that, I will select this edge loop here. So I'm gonna need to close this down. So here I'm going to press E for Extrude, right-click to get any moment. S for scale all the way. And now with G and X, I can pull this slightly insight. And also here on this top part, i want to lower the dose fingers tightly BEC, so I will turn on X-ray. And now I can select all of these. End with g and d x I can just likely move, return it and also tongue as well. So you can select all. And just like the return it concert this part here. So now it's looking more, more like on prefacing much shorter, shorter hand, fingers. And as you can see, we are almost done with the modernists. So that's it about this video. Stay tuned because in the next video we are going to create this tail. And also we are going to add small details like those here, hairs. And also you will need those three stripes for the hands as well. So see you there. 8. Modeing The Hands: Everybody and welcome back to another video. So here as you can see, we created the shows. We have Buddy head, and now we should focus on creating the hands for the goofy. So first, let's go enter pair those shoes. So as you can see here, we have a huge holds for the x and we need to fix those. So I will go into edit mode, and here I will select this top part. And now I can just press S to scale it down. Now with L, I'm going to move it slightly to decide by pressing G and X. Let's see how it's going to look like. And also I will need to move it slightly back as well. Now, we can go and scale this even more. Or actually we can go and close down all the way here like this. And now we can do the same for the other leg as well. So let's select this top part as for scaling down l to select the link truth. And now, so l need to switch actually to the face and now GX and GY also. And now let's go in X-ray. And here I'm going to select one more time this edge loop here. And now I was kill it all the way down. Like so. So we don't have any gap there anymore. So now for the, Hence, we are going to start with a simple cube. So with the shifting day, I will create a new cube. I will also add subdivision surface, but before that we need mirror modifier. And also we are going to go now in edit mode and VG. Let's move it to the side. Now, I am going to scale this down and I will go now in top orthographic view, and I will scale it on the X and Y as well. So let's make it even smaller. So to about here. Lets see on the bottom, Let's make dinner like this. And now here with the control and there I will add edge loop here, across like this. And I will add two edge loops in the middle so I can scroll up and down to increase the number of flops. So I'd need to. And now I can go and select this face here. And with G and X, I've even private moved slightly up to the site. And also now I can go in x-ray remote. And for example, you can go and pull this back to the site. Now, I can go and select this part here and Let's move it evens. And just lightly epsilon, I will return it back like this. And now I can go and just move it, move those with the G and X slightly here. And now I can go and select this face here. And now I can extrude this part with air. I can rotate it here. And now I'm going to use g to grab it. So I don't need just like the rotationally this and now I will extrude it one more time. But at this time I can go and extrude and rotate it even more. So now we have this, this gap that we will exclude this part. Later on to make dump. And here as you can see, we need to fix this here. So I'm going to use this vertex selection. And now I'm going to actually select all of these. But last one I want to be this one here. And if I press M, I can go and merge those at least at last and Mao also on those here. So m, Let's go and return it actually. So I will select those. Now in that order, I will do the same for the top part. And now I didn't have any angles here. I have this phase here, which will help me to create the tamp. Let's increase the gap even more to be the same as this dose here. And now I can go and start extruding those fingers part. And here I'm going to use extrude along normals. So I'm going to extrude along normals, but I'm actually need to go to Extrude, extrude individually actually subunit that option here. And now I can go and more did those slightly up like this. Or actually, let's go and return those bypassed in G and X. And now let's do it one more time. And now also I wanted to extrude this one here two times. So 12, like this. And now I can go and delete those faces here. So those three phases, this one, this one and this one, X deleted those phases. And now we have this whole, which will help us, great. Hence. So now I can go and press S and Z to scale this part out. And as you can see, we have low poly hands. Now we will need to add subdivision surface with number of subdivision two. And now I will go and check this shading from flat to smoke. And as you can see, we have a simple hand for our goofy character. Though the Next we will need, as you can see here, we will need to modify this just a little bit. So let's see how it's going to look like. And you can see that we have to move those front fingers more than dump. So let's go and work a little bit more on this geometry. So here, for example, we can go and go and x-ray mode. And now I can select this part here with S, S, x, and z. We can align those to be perfectly straight. Also those here. So I will need those. And now I want to make those perfectly straight. So this one also as well. And the last one is going to be this one. So let's select those. And now we have the fingers for the goofy. Now we can move those slightly to the side. And actually we can go and pull those a little bit more here in the front. Let's add three more edge loops for each finger. Now I'm going to select this part here. Here we can go and scale this up and here, this part here as well. So let's see how it's going to look like. I'm going to scale this part slightly down, also this one here. So I'm just adjusting the size here. And actually we can go and select this top part to be a little bigger than the rest. So I'm going to select also this part here. Or we can use phase selection, which is going to be much easier. So we can scale all of these up. Now, edge selection, we can select this loop here and this one here. Also those. And for example, you can select all of this and V, G, and X. We can move those Bitly up. Now, also those here, like so. And now we can go in X-ray with divertor selection. Because like this one and this one here, actually those two and vg index, we can pull this up. And let's go in x one more time. So also we can go and select those parts here. And now we will need to exclude this part here, e and x. But at this time I will need to scale this up like this. And now I will need to close this by pressing for creating a new phase here by pressing E and gets a little bit right-click. And now here we have this geometry. We can go and extrude it one more time all the way. And here we can go and actually press face and grids field to fill this hole inside. So now, or actually we can go and press right-click and converted this one to circle, also this part here to make it perfectly rounded shape. Salt. We have this one here as well. And also we can do for the rest of this to make it even. So now we have all of these circle just in case. Also we have those part here. Actually we didn't end this one here. So I'm going to start this part here and we can go and slightly move to the side. So as you can see, we have this shape of the hand. And now we just need to adjust the size a little bit. So here we will need one more edge loop. And I'm going to scale this part all the way down. And let's go and see how it's made to look like if we pull this up. So maybe begin go and also those up. We can go and select all of these, for example. So we can slightly move it down also this from here. And this one as well. So let's work on this top part here. I'm going to scale this down. I'm gonna need to scale this dumb down. Also. This part can be so we need to fix dump as you can see here. So I will need to move this slightly here, and maybe we can go and try to see this. Let's pull it here. Now. We can go and try this one to the side. And let's grab this edge here. And we have created the fingers for the goofy. So now we need to scale this down. So I'm going to select all end to G and X. We can go and position it to original position. So to about here. Lets see, lets, and pull it even more. So I'm going to see if everything is okay here. So the size is as good as you can see here. The only thing that we need to fix these going to be this body parts. So here I'm going to go and make this perfectly straight. Like so. And now I can select my glows, Beck. And now we are done with modelling glows for the four hour goofy character. So that's it about the studio. Stay tuned because in the next video we are going to create this goofy vest entry will work with the details like those hairs on goofy hat n also tails. So see you there. 9. Adding Details To The Character: Everybody and welcome back to another video. So here as you can see, we are done with muddling goofy. And now we should focus on details like these here, on years and nulls and also we have tail to, to gate. So first I'm going to start with the base year curve, Soviet shifting a. I will go and find busier curve. You will need to scroll up. And here we created this measure curve on the top. And immediately I want to add also mirror modifier because I want to have the same on the other side, so with the G and then move it on the side. And now we will need slightly more tempted to play with it. So here for the under Geometry, under this curve Properties menu, we can increase depth. And here as you can see, we have geometry occur. So now I'm going to scale this all the way down. And let's rotate slightly end. Let's begin with his with this small nose, nose, hair. So I'm going to scale this all the way down. And now I will go and trotted slightly as well. And this time I'm going to use alt S first scaling down this, also this part here as well. And now I can go and move this insight so you can see that they're very small. So I'm going to go entertain this translates to Don. And let's go and zoom in. Let's give this a little bit more. And now I'm going to duplicate this with the shift in d. So we have one here and two. You need another one here and this part as well. And in top orthographic view, I'm going to look good this one more time with the shift in D. And now I can go and try this slightly to the back. Also this one here. Like so with air. And now we have created those and nose, nose hairs. I wanted to scale this by pressing out and s. And now we can go and add also those small hairs on the ears. So here I'm going to go and scale this all the way down. This time I will need to rotate like this as go in right orthographic view. And now as you can see, dare rate to tick. So I'll press out and desktop scale it. Now I can go and adjust this one here so I can rotate it slightly. And now I can do with the shift in d. I can duplicate this here. So let's see, we have those two. And maybe we can go and add few more Soviet shifting D. We can add one here. So I'm going to pull it inside. Let's Duplicate one more time for this top part. And let's go and rotate this one for 180 degrees. And this time I will rotate this one like this. And I'm going to pull it out like so. And here we created these hairs here also for Go Fish years. So there's also one smaller chance adjustment on the head. So I will go in edit mode. And hearing the edge selection, I can select this edge here. And I'm going to slightly move it here on the top part. So now it looks more like a rounded shape here for the set and desktop. That's looking much better than before. And also here on this part here I'm going to turn non-proportional editing. And instead of smooth interpolation mode, this time I want to use sphere. So I can go in the right or to left. Q. I'm going to scale this down, this dish brush side by spawning atmosphere. And I'm going just to go and pull those slightly to the back to make it more rounded than before, like so. And also now I can go and move all of these together. And now is looking perfectly. So as you can see here, we will need to do small adjustments also for the ears this time. So lets go and be shared that we didn't have any That goes without hygiene, good insight of the mesh. And also here I'm going to go and do scale, so out and S, if you tried to press S and scale it into not work. So you will need to press Alt and s. So the last one is going to be this one here. And now we can go and add another Beziers curve here for this top part. Or let's go and for example, let's go ahead and duplicate this one. Here is a shift in D, And now I'm going to press Pete to separate from the rest. And I will not, I will not need this mirror modifier for this top one. So here I'm going to go and use this curve here for this here. But this time I will go and scale this up so I can press Alt and S also this one here to make it bigger. And now I'm going to rotate this for 180 degrees. And also on dx the same. So now I'm going to grab this one here and pull it inside. Let's make his hairstyle. Let's turn on x-ray or actually can go and hide our head for now. So here I'm going to press F4 at it. And also, for example, we can go and extrude this part down. And now I compress often desk to scale this down. Now I want to have another one here, so it is shifted D I can go and duplicate. Let's move this one to the side. And this one, we can go and rotate it like so. And maybe. Here as well. So now we can unhide our hat. And let's go entertain this one slightly down. So I'm going to move this one here in the front. And this one also, i will rotate those 22 g. I will hide this one under the heads. So as you can see, we need to do a small adjustments here. Also when the hat and bring to scale this and move this up. And I will go and pull actually those two together inside of the head as well. And now I'll press often to scale those two. Also this, those two as well. And now the GnG, I can move this led to doubt. And now I think we should go and move this one to the side. Slightly. I started this one as well. Let's move them back. And this one here, so G and Y. And now the only thing that we need to do is to scale this slightly more down. And here we have those two headlines. And the last one is going to be our tail. So with a shift and a, I will put a new character c and the same, I will add some geometry here. Now I want to make this one perfectly straight. So I will rotate this one here, and now I will rotate for 90 degrees into z. So I will go and scale this down. And now with the alto and S, I will scale this together. So we need short tail here. I'm going to scale this down also the other one as well. So without index we can go and scale this all the way down. Let's rotate slightly. And for example, let's tie excluding this one more time. So Elton desk to scale this up a little bit more. And now we can go and scale this down. Let's write it slightly. And now we can go and press shift in D to scale all the way down. And now I will go and actually need this just now in the middle for this one here. So Alt and S to scale this down, let's make it even more, smaller. Ok, so this another one. Now we can go into duplicate this few times. Let's make this one the smallest one. So we can go and duplicate all of these together. And this one with the ultimate s We are going to scale all the way down. Now we will need to pull this down here in the front and hide it inside of that tail. So now it's looking much better. And as you can see, we are done modelling the tail. Maybe I'm going to rotate side to Don. And here we are. We are done with muddling our goofy As you can see. So that's it about this video. Stay tuned because in the next video we are going to prepare it for animation and we will add materials and to do the texture painting for the head. So see you there. 10. Materials And Texture Painting For The Head: Everybody and welcome to another video. So here as you can see, we have done with modeling cower goofy. And there is also small detail that I want to add on our glows. So first we can select the lows. And here I'm going to select those two edges. And now I want to beveled those with control and b. And now I'm going to call this APP device like so. And now I will select this new faces that I ate it inside of it. And to G index island moved those slightly down. So as you can see here, we have that shape that also goofy does on his voice. And now we are ready to add material to our roofing. So first let's switch to look demoed. And because I want to have black and white effect as we have here, I want only do those two colors and also we can use in-between, so we can use gray. So first, let's let the body, so I'm going to create a new material and let's make it black. So this is for the body. Now also even named the same 44 heads. But I want to look for the head to be unique, so I will press that number here and tau, this material is unique. And next we have nose. Nose is also black, so I will use the first material. Now we have those hairs. So I want all of these to have black material. And we have tail. So again, we will use the same material here. And for the gloss, I want to have just basic white material. Now for the shoes, I want to make make them. And also this vest as well. So I will use the same material that I have for the shoes. And I want the button to say the same. You have goods. And I wanted them to be fewer white. And this, and hat for the head we are doing to keep this white. But here I will go in edit mode. And as you can see here, we have this blank detail. And I'm going to select those at this edge loop here. So I'm going to create a new material. And for this one I want to assign that new material, the black material here. Also I want to go in Edge Selection, Select this ash loop. And now with the G and C, I'm going to move it sleep lab, so now it's more visible than before. So we have all materials that we need it. And the next thing that we need to do, we need to do texture painting for the eyes and for these goofy and goofy face. For in-order to do textural painting for the face, we will need to unwrap these first. So let's go in edit mode or actually have this many here on this stuff, the new workspace for UV editings. So here we need to cut some of these. And Mark seems so we are going to select the face death. We'll want to do the cutting for the UV unwrapping. So here with that, I'm going to select this mental edge and flood control and E, I'm going to mark seam here on the middle of his face. And also I want to mark this for the ears. So press Control and E to mark seam here as well. And now I will select all of these faces here. And let's go and behind the ears. And now I want to select those edges as a Marxian. And now let's try and unwrap this with the EU on rep. So here, as you can see, we are done with unwrapping. It's very simple. As you can see. We are sharing the same area because we are having the mirror modifier turned on. So here, if you go and select this and this phase here, you can see that they are both sharing the same area. And now you can go in under the texture painting. And here you can go and create a new texture. So I'm going to call this one at Dexter and press OK. And now we need to attach this image them, the head texture to materials so we can go under shading. And here with the shift and day, I'm going to search for the image texture. And now I can go and plug in this to the base color, not subsurface polar but base color. And now I can go and search for tactile texture coordinate. And also for the map, map node. And now I can connect to those two together. And here I can just select head texture. And now if you go under textures, baiting, you can see that you can immediately start debating what this texture and the active color is, white, one, which we need. So here as you can see, we will need to cover the not all of this in the front with the right so you can start immediately bending like this. So all these area needs to be white. And also we will to first to isolate our heads. So I'm going to select our head end of the day shift in age. I'm going to own the focus now on the head. And here I'll say it back to texture painting. So now, and just paint in this area here. Also, you can paint directly here on the UV and unwrapping. So let's find the area here. So all of this needs to be white, right, of material. White texture. So you can go and focus and it's going to be much easier. Case radius r, The Hobbit. So don't worry about day's mistakes. You can also paint with black color as well. So let's increase radius a little bit more so it can paint faster. Also, this front area needs to be right there, white collar and behind ears as well. So here I will go and decrease radius. And now I want to turn on stabilized stock because I want to be more precise. So here, under stroke, it can find it here and enable it. And now if you print this, you can see that now it's going to be much slower with the painting and you can be more precise. So all of this needs to be white. Also this Becker. So now we can go into front and let's focus on this heart-shaped for his face. Now we can fix this area here. All of this and also this one on the back. So you can see we have this small line ON ears. So let's fix those with Blackboard. So right now we can turn off stroke. And let's see if everything is a k. So here I'm going to turn on stabilized stroke once again because I want to tighten up this front area. So let's go and find it here. So fundamental. Actually this shape is good. So the only thing we need to fix, he's going to be back here. Solidus and also the small dot here. So now we have paint all over his face and now we can draw his eyes. So his eyes are, are connected together. So you can see on the reference image I'm going to reveal it real quick. So you can see how they are looking. So just basic circles. So let's hide it for now and let's attend to texture painting. And here this time I want to use also stabilized stroke, make sure that it's turned on. And now I can go and started drying the surplus. And now we can turn it off. And Bendis area here as omega. And in case the radius. So I will just cover this and I think we are done with the texture baiting and materials. Let's pin it here. I'm going to turn, turn back. And now I think we are done. So as you can see, it's very simple and easy. So now we can go under Layout and hear something happened. A C object, I'm going to pose this area here and now and a child turn all others. Vector scene, or it can go and do it here. Now let's switch. And as you can see here, we are having issue. So I think the reason for it is because it's because you need to connect this UV to get there under texture coordinate. So as you can see, we are done with all materials and our detection painting. So that's it about this video. Stay tuned because in the next video we are going to export our coffee and start with animation. So see you there. 11. Animation And Final Render Settings: Buddy, and welcome back to our last three D and discourse. So here as you can see, we have done with modelling our goofy. And now we should export it and import it into myxoma where we are going to rig it and also get animation we did. So before that we should go and also on undergo psi1 to attach. I want to attach and other materials here for this pinches, I'm going to create a new material. I want to make it black and I want to assign here. And also I want to add those dots on the nose on detection painting. So I will select my head back. And here under fading, I can just go and for now I would need to turn off first stroke stabilize. And now I want to make a few dots here. So let's decrease the radius little bit, and let's add few of those. And maybe one here. So I want to fix the remote, this one here and add another one here. So as you can see, we are done. So the way we can export our models and importantly, maxima, it is very simple, so you just need to select all of these. So you do need to do anything here and here under a file. You can find export and dx. And here you can disable and you can decide very few, very are going to save your files. So I'm going to sane mind on desktop. So let's call it goofy. And now let's go and on Internet browser. And as you can see, I've already got mine Mixer.com open and up. And here you can see that we have a lot of different characters that you can use and all of these are free. And also, if you go under animation, you can see that there's a lot of animation that also you can use for each character. So for example, if you select any of these animation, your character will get to the same animation. So the way you are importing your model, intermixing Ms when care under upward character. Here we need to select our character. I got mine on desktop, so I will now import it and it's going to take awhile. And as you can see, we have imported our goofy into the maxima. And as you can see, it's missing the face textures, so don't worry about that. Later on when you import it back into the blender, you can input it. Also the texture Beck as well. So here you can just press next and now you can align those where your risks should be and chain as well and elbows. So very simple, you just need to. Besides where genes are and also the rest of these bones. Solidus angles. So here on this right side you can see the example. And now I can just press next and it's going to take a valve. As you can see, it can take up to two minutes. So let's wait a little bit. And as you can see, our character is. So you can see it's moving very freely without any, any, any issue. So now you can press next and also here. And now you can search for your favorite air emissions that you can do you want to use for your final render? So for mine, I want to go with the dislocate animation that I found. So you can just search for the look and also you can select any of these. So here you can select, for example, this look over her shoulder. But for my animation, I decided to go with this and looking around animation, which is this one here. And here you can see that we have different parameters that you can. Also, for example, you can draw the body type. And as you can see, if you increase it all the way up, that our arms are going higher. So I want to be on default setting, which is 0 or one. And here can decide he's surprised level. So the higher the more surprise he is, and the faster the movement of the head is also. So let's turn as it is already. And here you can decide character airspace as well. So I'm going to return on default, I believe 50 bar, you can see, you can press recipe reset to reset the original position. And now if you want to download this, you can just go and press download. And here you'll be able to decide how many frames per second to want our mind to be 24 frames per seconds. And I want to have skin and non-kin keyframe reduction, and I want to export as a bx. So now you can press download and you're downloading is going to begin. So now you just need to save than the download folder. And now let's go and open our blender vec. So here we have our we have our model here. Some way to move it to the site. I will turn off and hide our reference images here. And now I will go under File Import FBX. And now you can go and find this goofy looking around animation. And now if you go and suddenly do and play this animation, you can see that we have exactly the same result as we had in myxoma. The only thing that now we need to pick is this face texture. So you can sit on the face and here you can just find here had texture. So this is material 001, and now we will need to use the same material here. So let's see if everything is a gate here. You can hide the bones. You can see them here, but we don't need them for now. And let's play animation. So you can see that our animation is on, is ending on 153 frames. So the end is going to be right here. And if it begins from the 0th frame, so, and to reset this, to be, to begin from the 0, or actually it's, it's one. And now we need to add some backgrounds. So with a shift in day, I'm going to get a new plane, two or c. Let's go and scale it up with G. I will modes below. And now edit mode, I'm going to extrude the this back face here by pressing E. So I'll select this edge here, E. And now I'm going to bevel this here by pressing control and be anti will increase number of levels by scrolling up. And let's change shading to smooth. Also, you will need some material as well. And now if you press 0, you will be able to enter in camera view. So let's see, as, as you can see here we are for some reason having two cameras, so I'm going to delete one and we have this default point light. We also now can delete our goofy character here. We don't need it. So all of these, we have extra. And now for example, we can go and delete this collection here and all these reference images. So right now we have only our goofy and now we can shift to render a view. And as you can see, enlightening as well. And the best way to light up your scene is going east by adding cure HDI so you can go on Asia today or I haven't dot com, HDR, I haven't. And here you can find a lot of different VHD delta g mu. So you can select this API on top. And as you can see, there are a lot of different ones that you can use for your scene. So for mine, I want to go with this wide streets, for example. And here you can see the preview of your materials, how they are going to behave when, once you import your. So maybe I'm going to go with this one here or this abundant hopper terminal. So I'm going to select here and I will download this 2C resolution, HDI, sick, you press Save. And now we need to import the data into the blender. So under shading, I will switch back to the object world. And if you zoom out, you can see that we have background here and also volt output. So we, the shifted day I will search for enlightenment texture. And now we can plug in this to cover open. Right here, you can just navigate to that. So if you now precedented it, you can see that we have that environment also here on our blender. And now I want to get rid of our default point flight. We didn't need it anymore. So as you can see, our scene collection is organized and now you press 0, you will be able to decide where your camera is should be. So first, I want to switch from EBIT to cycle because I want to have a higher-quality render. And here, don't forget to turn on motion blur. And also, for example, you can increase the number of renters but a render sampling samples. But I think that this is going to be just fine. And when I'm setting up my camera, I want to turn off these overlays. So right now we can only focus on how our character is seen in a rendered view. And also now under camera here you can decide focal length. And also for example, we can decide if you want, for example, to go with a perspective view or orthographic view. So for mine animation, I want to go with the orthographic view. Let's increase orthographic scale. So you can zoom in and also, for example, you can turn on this this under viewport display can turn on this compositing guys. So for example, you can see Center, but you'll need to enable back the overlays and also terahertz. And if you want to focus only on character and on only on your scene, you can also include the speech but capacity to one. And now here under output settings, you can go with being with a Vijay big if you want to render it as a video and also increase, to, increase quality. And for the colors to, I want to go with the black and white. And if you want to have colored version, you can select this RGB. But as I already mentioned, I want mine to be black and white. And here you will be able to decide the resolution of your files. And as you can see, I want my animation to start from the first frame and end on the 150 at 333 frame. And everything seems to be done except this, don't forget always to turn on denoising. So under this, output settings actually render properties in this property settings, you will be able to turn on this render denoising. And if you go all the way down under cover management, you can see that we can select a different kind of looks. So for example, you can increase the contrast. So I'm going to harden now overlays. Or if for example you can use curves. And now here you can play with all of these as you can see. So for example, something like this is going to be pretty interesting. Let's, let's move this a little bit to the side. And now if you want to render this animation, you can just press a render and render an emission and the rendering is going to begin. So that's it about this course. I hope you had fun creating this retro goofy character and see you in another course. Lie.