Learn How To Create A 3D Mickey Mouse In Blender | Zerina Bandzovic | Skillshare

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Learn How To Create A 3D Mickey Mouse In Blender

teacher avatar Zerina Bandzovic, 3D Artist

Watch this class and thousands more

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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 23m)
    • 1. Class Introduction

      1:40
    • 2. Importing Reference And Modeling The Body

      18:07
    • 3. Modeling The Arms And Legs

      7:26
    • 4. Modeling Feet

      6:28
    • 5. Modeling Hands

      14:02
    • 6. Modeling The Head

      8:00
    • 7. Modeling The Ears And The Details

      18:02
    • 8. Applying Materials And Final Render Settings

      9:33
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About This Class

Hello guys and welcome to another Blender course. In this course, we are going to model the most famous cartoon character in the world Mickey Mouse with Blender 2.83LTS(Long term supports).

For this course, you can get a reference image from https://gum.co/VnTON

We will start by importing our reference once we added the reference we want to start modeling our character using basic mashes and modifiers. Once we finish modeling the character we will apply the material to our character.

In the end, you are going to add light and camera adjust it to your liking as well as the plane behind. In this easy beginner-friendly course, you will be able to see how easy it is to model your character using a blender, and in the end, you will have a project that you can share with your friends on social media or use it for your portfolio.

What are you waiting for? Let's hop on right to the video.

Meet Your Teacher

Teacher Profile Image

Zerina Bandzovic

3D Artist

Teacher

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

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

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Transcripts

1. Class Introduction: folks, it's great to see you. Hey, what's up, you guys? Is it in a here? Welcome back to another Blender course. In this course, we're going to be creating this dizzy care. Ritter Meaty Most Fun facts about Mickey Mouse is that he became the first cartoon character to have a star on the Walk of Fame, and he got it on November 18th 1978 in honor of his 50th anniversary. Also, Mickey Mouse is one of the most notice cartoon characters in the world. We're going to start by adding our reference that I will explain more on how you can download it in this scores. Then we will start modeling our character piece by piece, using the basic modifiers and mashes. We will use also new shortcuts that you can use while modeling your character as well. The end of this course. Once we finish modeling our character and old the parts of the character, we will start applying our materials. So, as you can see here, we have applied some materials, and at the end that will be the end off this course and later on you can add your camera, the light and adjust them to your liking. Also dys plane. I added. Once I finished modelling my mark character here, and you can also make it like this and adjust your camera. So at the end you will have a nice render and also adjust your final render settings to your likings, always to your likings. So, guys, what are we waiting for? Let's create this awesome looking Mickey Mouse in Blender 2.83. So let's begin. See you there by 2. Importing Reference And Modeling The Body: Hey, what did you guys it didn't hear? Welcome back to the new blunder course in discourse. You're going to be making these knees, Mickey Mouse, As you can see here, we're going to be using blender version 2.83 So this is the latest version today. And, um, my advice to use always use the version that I'm using because some of the short cuts are not the same in the previous previous versions or they're not going to be same. And the next version that is going to come out So, guys, once we are here in blender, we're going to press general and well, I So now we can start modeling our character here we can see our default light default camera and default Cube. As you can see here into since seeing collection, we're going to select all of these my box selecting, or we can simply press a and select old alot of the all of the objects here. So here on the left hand corner, you can see what I'm doing. I just turned on my screen. Gaskins adults. Now I want to select all of these by pressing a and I'm going to press acts in the lead. All of these. Okay, So once I'm done with that, I will press one number Pad one, and it really it leads me to front or too graphic people. Now we're going to import are image. So I'm going to put it as a background and let me just find it. Here it is. So I found this this'll reference just I typed down on Google Mickey Mouse Reference three D, and this popped out for me. So we want this summer t pose. And because it is much easier for modeling than from under, no reference from the side or anything. And this pose is really nice for modeling now what we want to do. So I want to put this character this front of the character, are onto this three d cursor. So I will press g x, and I will move this so that this Zet access. So this blue line is going in the middle off my character like this. So now once we're done with that, I will go here under object. Either Properties and I will check this, decide so both sides and display perspective. So I can see it on the other side as well. Now we need the side. So if I pressed pressed three or my keyboard, you can see the right autograph if you we don't have anything. So we need to duplicate this one. So shift D for duplicating left click right on on there. Rotate in. That act is by 90 degrees. So that will leave us with this. Now, I will make sure that this model here decide is going right here. So what I want to do is let's go here under object Data properties, and I will select this thesis image. Now I will rotate it inside access by 180 degrees because I want this thing, this character to face to the left side here. So on same number that I will grab it in rye axes and put it right here. Where my centers, I think a little more like this. Well, uh, so now we can start modeling the first part off as well. You can Guys, select this transparency here in under object it a properties and lower down the a pass iti . If your eyes are sensitive, you can always lower disa pass ity down because sometimes you can see five, for example, at a cube. And if I go to transparent moment, you can see that once is a pass it ease up. It is a little bit not going to be shown, but yeah. So my advice to you is always go down if if it's if it bothers you. So once I'm done with that, let's see if I have anything else. Okay, so now we pressed one. Now we can start modeling our character from the front or too graphic. Few while we want to do now is we want to add a cube skill this cube. And here under modify properties, we will go here at modifier and add subdivision surface modifier. Once we added the subdivision surface modifier, we want Teoh increase this subdivisions in Newport to two, and we will have something that looks like this. So we will have this, um, this sphere. Okay. Now, once we're done with that, I will go here. Skill this in acts axis. So make sure that you turn on the X ray always, and I will add one loop could here in the middle, and I will select the rest off the loops, Press X, and then I will delete the Vergis ease. Once I'm down with that, I will go here at modifier and add a mirror modifier. Once I added a mayor modifier, I'm going to move it up. So it's going to be on top of my subdivision service modifier. And then I will allow clipping. That basically means that I cannot move this part in X axis so I can move it on Lee. Up and down it is going to be clipped together. OK, Once we're done with that, I'm going to simply adjust this part. So I'm going to make the bought the top off the body. As you can see here that what I'm doing, we will kill this down. Why axes in X axes as well? And we'll So now let's go to the side. And let's change this a bit. So I'm going to select this one and pull it in. Why axes as well as this one and bring it up like this. Now I want to sell it. These Jewish killed those two in y axes. So, like this one, pull it here. Now I want to select the body. The bottom of the body s zero. We can, uh this part s zero and it will slaton it up like this. So I want to add one more loop could here and align it now with the rest of the body. So this thesis hello is going to be right here Where the the hands are this here as well Where the arms are like this. And this up here as well as this one. Okay, so you can see that the body is now coming. The geometry of this shape are now much better. And what we want now is we want to go here and pull this down with this. Let's pull this up, Alum. So here we have the body, the top, the tour. So now let's make the shorts. So what we want now is we want to select this part off the body, this part and we want Teoh extruded and skillet E s like this. Let's give it a little bit now, extruded instead axes Now e s one more time. And now he's at extruded downwards so you can see what we achieved Once we did all of these here also, you can you can play with the structure so I can go like this. Put it down. And I really like how it turned out to be. So once I'm done with that, I will simply select all of these and move them in. Why access? I will pull them a little bit. And also, as you can see here, I will select thes thes emergencies, grabbed them and pulled them a little bit higher like this. Okay, press three, unless aligned these So I will grab in y axis, grabbing my axes as well as thes grab a my axes. Let's pulled a little bit up now I will. So at the bottom, off the the bottom Burgess, he's s zero. I will flatten these up because we want to make, uh, we want to extrude it a couple of times, so I will extruded once now. Okay. These extrude a scaled them inside and grab them so you can see here the shape that I want to have. Now let's make sure that the front is the same as the side. So I will select with C. We will select thes stewardesses on the side. Press one g x, pull them. Uh, do you hear? If you don't like the way this is shaped, you can select all of the's and grab it in X axis is well, like this and this. Okay, g x and Y la guys. So here we have the body and the beginning on the shorts. Now the left, What is left is this part here on the shorts. So let's do that right now. Eyes, make sure in every staff make sure that you a savior file. So, for example, I go here file save as And I saved this file to Mickey Mouse 00 and then say Did OK, so let's not do the shorts, Bart. So I will add one more loop good here. And then I will select these for Vergis ease. Once I selected these four Vergis is we can also go here and add one additional look good. And that will help us only to have to make this shape, uh, to be circle like this so we can we can use it once I'm done with that arrow press be for extrude. And now I can play around with the shape off the body here. So you can see here. That is pointing this way. And we don't want that. So I will select all of these. Grabbed it, grab it in. Why axes and rotated once I'm done with that. I was simply pull this down. Pull these in y axes. Well, so this is the kind of shaved A we want to achieve like this. What? Selectees to Vergis. Ease skill them in. Why? Axes? So we will flatten this character a little bit and make sure that the shape is not square. Make sure that the shape is a little bit around it. So I also like these to these four verses. Skill them in. Why Axis? Let's bring this up, Pamela. Okay, So what we want now is we can select this things part here and dissolve. I just and we will be left something like this. We're at this point up this like so and then grab this behind part like this and just play around with the shape. So that result Here, Here we have one Vergis E. That is we don't need So here and here we have this edge because I brought it up to here, so I will pull it back and bring it down. But this once I'm done with that. You can see here that nothing changed, that we have perfectly perfect shape. Not what we want to do now is let's select the whole circle here. As you can see, I will go here, Luke, Tools. And one more time, I will add a circle. So I have perfect circle here. How can you How can you achieve this loop? Jules is by going in edit preferences. And here under Adan's you can still you can type down, loop and check this box here. So you have this loop tools, Adams, and you can use it as I'm using it right now. So now I want to inside the face. So I let's scale it a little bit more down and extruded. Is that axes? So inside. Okay. And I want to play around with the geometry. No. So I'm going to select this pipe point here, turned on my turn on this proportional editing. We can select all of these and rotated a little bit. So because my because my proportional letting is on I moving the whole scene. So I'm moving this part and let's make sure that it is on the point here So it can also scale it like this and you can see that you can see what I'm doing. Okay, let's scale it in y axes as well. Okay, so now what we want to do else is let's let this part here scale it for we can grab it and pull it a little bit further. This part here is well, and well, this is the kind off shorts that we want to achieve. Let's kill it in y axes as well like this. And you can always go inside of here and skill that inside. So let's elect the inside. Secured it inside. Well, uh, so we have the shorts like hiss. Once I'm done with all of the these. I will go here, right click in object mode, shakes moved. And what? You can see how it looks. And if I go here, allow Vertex You can see here that we have clean topology as well. So right now I will select this part here, and I will kill it a little bit off because I think that now it's much better. Okay? Okay, guys, we are done with this part here and now we are going to go and make some arms. But before that, let's kill this These a little bit down. So we have cleaner structure off the body also, I will move these in. Why axis? As you can see here, I'm only moving them in y axis Walla. So I have the body of my Mickey mouth. If I turn this off, you can see it here as well. So, guys see you in the next video. And in this in the next video, we're going to make the arms on Lee the arms up to here and later and we will add the length. So see you in the next video by 3. Modeling The Arms And Legs: Hello, guys. Welcome back to the second video on how to make this Mickey Mouse Disney's character. So what we want to do now is we want to make some hens. So let's go into edit mode. Go here. Get rid off this. This proportional editing. Let's see if we can dissolve these. Okay? We will not dissolve them. Now we we will just select this part here. So where are arms are going to be? As you can see here and via free mode, you can see that we have this circle. I will now go insert inset and said that face right click loop. It'll and circle scaled it down. We can rotate it as well so that we have flett eso that we have flood burgesses press one x shoud once Grab it, rotate. Let's select these Vergis ease here, press one, press two times j and pull them up. And these we want to pull it to here. Okay, Once we're done with that, I will simply rotate this part here, grab it down, extruded or we could have just went like this. So let's rotate this part here. Let's road. Let's extruded one more time And now we can start modeling the hen. The arms. Okay, we want to rotate. Now, let's like this part here and extruded Don. You can't see it right here. Okay? We will select the inside here like the armpit or the character and these as well, and grab it a little bit down. So we have more shape to the arms and as well with this part here, I'm going to pull it in. Why? Axes like this. And these as well. Also. So press two tanks J moved them. Move these two in y axes. So we have some shoulder going on here. And also but I want to do now is I want to add one or two Lucas, watch it from the top. So seven for the top. Photographic. Few move them in. Why axis a little bit So I have an elbow. Let's see. You can see it right here. Okay. I will now select all of these. Skill them up. Press two times, J move it down a little bit. So, like this part here, scale it and bring it up to here. Now I will simply rotate it like this and guys Now I want to insert the face. So press I j. Pamela, we are done with the hands. So as you can see here, you can always go here, so I bees to and pull them a little bit up. So G Zet pulled them up. You can see. And now, once they are up, let's pulled these down and make a little shoulder, as you can see here. Okay, let's go to the top and weekend, select and grab. This'll elbow a little bit more in y axis. So if I go in object mode, you can see that we have old necessary thing. So we have shoulders, we have, um we have the right shape of the arms and everything. So now let's continue on with the legs. So I want to add a cube, But let's go here at it mode, go inside and select this circle here. Once we are in circle press shift s and cursor to selected. So everything did you add. Now, every magic to add now is going to be is going to be opened in this area here, as you can see and what I want to do is, I want to go here under filter. Uh, be on top of my scene collection and select this selectable and the select the empty. So I cannot select the these parts the images. Okay, Once I'm done with that, let's elect the cube. Go modifier at a subdivision surface modifier increased the number of subdivisions in Newport to to go into edit mount and extreme mode here. Or you can go all sea or options. If you're working on Mack now, I want to extrude this 0.2 times and move it as I go like this. And bring this insight. Once I'm done, I will add a loop cut or we can just inside the face. But I will add a look. Good here. Now let's press three. Let's let these two burgesses grab them in. Why axes? So you can see what I'm doing. I can select the whole lead, grab it in y axes and pull it up to here. Okay, So once I'm done with that, let's go in edit mount in front or two graphs with you, and we can add one more look good here. Like this. Well, once I'm done, I will shake smooth it. So in object mode. Right? Click and I will add a mirror. Modify, but a So you can see here this happens. This happens because we scaled and we deformed. Are we deformed arm ash? And how can we, uh, how can we do it? So it is mirrored on the other side. So basically, what I want to do is I want to press command a and apply old transforms so that when I opened this part here and then I go here on their item, my rotation is going to be zero location is going to be zero, and seal is going to be one. But you can see that I have symmetrical too symmetrical parts here, okay? And we are done with the arms and the legs. Now the next thing are the always do defeat next. So let's hop on to the next video and let's May some feet seeing there 4. Modeling Feet: Welcome back to the third video, guys. And in this video, we're going to make our legs are feet. So before we start and do anything, we want to go here under file, Save as and save it as Mickey Mouse 0.2. So let's save that file. And if blender crashes, if you ran out of power in your house, it is going to be saved. Okay, So what we want to do is you want to select the legs. Now, let's going to transparent mode. So as I told you before, we go in extreme old by pressing options that if you're working on Mack and if you're working on Windows or Lyndon's, you press all see, now we want to select this bottom part off the off the foot, and we want to shift d duplicated and then press P separated by selection. Once I'm done with that, I will go into object mode, select this object here. I will scale it up like this. Now, once I'm done with that, I will select this part here on the side or right or too graphic U S. Y. Zero. So I will flatten these up a bit as well as this. Now what I want to do is I want to bring this down so e down. Let's bring these a little bit up and add one more loop. Could he? So then I can scale these and I can get this shape here. Okay, So I will skillet a little bit and grab it in. Why access? Okay. Once we're done with that, I will simply move this one here so we can pull it and make a shape that we want. But I will add one more Look at here. So that will be unnecessary. Move it like this. And now let's elect these emergencies here and extrude them out. I will grab them, rotate them, add additional loop cuts, skill them up. Bring these down. Let's align these lines with the foot to Okay, As you can see here they are a little bit squarish, so we don't want That's to be square. We can add a little good here in the middle. Selectees thes loop cuts here, scale them in acts axis and you can see that the shape changed like this. And what I want to do now is I want to bring them a little bit to the site. So select these rings these rings without these, okay? And then I will go here, rotate in, said axes and grab them in. XX is rotate them a little bit more and you can see that they are a little bit to decide. And that is what you want to achieve. So Oh, also, I want to bring these down. You can see that I have a little bit more rounded shape. Also, you can select these two and scale them in acts axis s Y zero. So let's rotate them a little bit, do you? And we'll, uh guys, we aren't done with the feet. We can always flatten this thing's bottom part. But I think that it won't be necessary because, as you can see here, we have a hell going on here. So that is why we will not make any additional changes to the bottom off the feet. Now on Lee left Is this part here? So I will go here extrude and scale inside select district here, Press double G skillet up. I will select now the inside of part off the off the shoe skilled a little bit more and extruded instead axes and I will pull it inside. As you can see here, we created this part off the shoe. And also, if you want, you can select this circle and pull it off. So you have it here also. What else you can do is you can go here, luv tools and add a circle. So you have ah, circle, circle part off the the for these feet. So I want to scale this a little bit more inside. Grab it like this so that I don't have any space between the leg and the and the boot or the yeah or do the's feet. Okay, let's see what else here we can do. I think guys, that everything is done, let's make this hell a little bit better. So I just press double G and move it a little bit to decide so that we created this rounded shape so it doesn't look squarish. Guys, we are done with the legs with the legs and the feet. Now the left, what is left is the head. So we will mom, first of all the body and then we will go on to the hat. So let's continue on and let's make some some hens see you in the next video by 5. Modeling Hands: Hey, what's up? You guys welcome back to the fourth video in this video, we're going to make some hands. So the first thing that we need to do, we need to save our files. So make sure that you save your file. The next step is because three D cursory is somewhere here, for example, in the middle, we want to change it and put it right here. So let's select the arms. Select this part here. Only this part and ship s cursor to selected and every point that it is added here is going to be out of there. So I'm going to go and add a circle and here, by default is going to be 32 on yours is going to be 32 we want to change the number divided by two. So we're going to use 60 tied down 16. Enter Anguilla now we want to scale it down and a rotate No. Once we rotated, you see how it looks like, So I'm going to rotate more. And now we will go and edit mode When we selected the circle, As you can see here. So what I want to do now is I want to make sure that this point is right in the middle of my arm. Extruded up here, skillet extruded down. Scale it. And now let's extruded up scale like this rotated extruded scale. It rotated a little bit. So we're basically making the shape off the glove here. So nothing is. Nothing is hard. So I want to flatten these Vergis ease up, so s zero. So I flatten these in that axis like this, Let's kill them, wrapped in, moved in, and let's rotate this one a little bit more and put it right here. So once we're done with that, I will move these Vergis ease down. So that my right on the top of my thumb here like this, Then I go out of extremo and then go here under face grid. Phil, once his great feels like this, I don't want t be like, filled like that. So I want to turn to span up by four. Okay, let's move it and bring it back to the fore. Okay, Now, once is like this, let's see if it's good or not. So if I go like this, you can see that these parts are facing me. So we want them to be on the side so I can move it like this and make sure that these are on the side. So my spend is going to be four, and the offset is going to be one. But it all depends on the computer, the blender. So we are done with that. So I will go here, add modifier and add a subdivision modifier and increase the number of subdivisions to two . You can see it here. I can go here and skill this up if I want to. But let's do the let's do the fingers first of all, So what we want to do, I'm going to select this part here. So let me just move these Vergis is a little bit and make this these four Vergis is would shift and click. I'm going to select all of them, and basically what I'm going to do is I'm going to right click loop tools and add a circle . Then I'm going to rotate this circle so that the these looks letter so we're not going to change anything for now. Let's extrude that circle and you can see here that we have a singer are some and I'm going to be using for personal editing for this one. Skill it up. Add one more loop could here. Now we can skillets down at one more Lucas and skill that up like this. So we have perfectly done our thumb. Let's move these a little bit and you can see that we didn't change anything. Now let's do the rest of the fingers. So we have three fingers. Now we have this one is going to be our first finger. Let me just move. He's a little bit. So this one is going to be the first finger we have will add. One more loop could hear, I think, Yes, we will add a look good here. That's well, he's a little bit to decide. So we will add a loop cut here is going to be our second finger. Let's add a little good here is well, so second finger and the third finger is here. So let me just thes and let's just pull this one and not change anything else. You can see them and what we want to do is let's see if, for example, this one is too big. We will select these two over titties, Prez double J and move these a little bit around So that are so that our fingers are symmetrical with the other side and we want the first finger and the middle finger to be the sickest. So let's play around with these. So with small finger, the middle finger and point, Okay. Now, once we're done with that, I will select these four. Vergis is and I will do the exactly same thing as I did with the with the thumb. So I will create a circle press one extrude grab it. Add additional to Luke cuts. So at this point here, scaling down skilled this up so that these two Vergis ease grab them here, go to transparent mode. We can grab this part here and kill it up if we want, but I think that it is quite good. Okay, we did the in the middle of the point finger. Now let's do this middle finger here. So we added a circle. You can go to decide as well and see what you're doing. So I will extrude it in that axis like this. Move it up to here at a dish. Two additional loop cuts, one to let's skilled this this'll point here. So whats going? Transparent mode, always skilled is down. It's okay, lets killed is down. But let's turn this. Okay, now let's kill this up And let's kill this up as well. A little bit and this one as well. So let's see how it looks like. Okay, we have the second finger, the middle one, and we can bring it down if you want to. You can do that as well like this because I think that it is march bigger. Okay, they are the same. So I will go and go back, and I will simply pull it a little bit down so day look like this. Now let's do the small finger. Now we will select the four were to seize the quad and then go right. Flip loop tools circle at a circle, Go. You can do it from the side, as I said to you before, and let's add additional to loop guts here. Select the bottom using the using the transparent smoke skillet down so like east to kill them off. And let's kill this point a little bit on Lee. OK, so the small finger is a little bit too big. So I will go here and I will select this part and this part and grab it a little bit up. Let's bring it a little bit like this. Okay, so here we have our fingers and let's change this part a little bit. And as you can see here that we have those three stripes as the character itself has. So we did the job correctly. Now let's see like these, these Vergis ease and grabbed him a little bit up as well as these. So let's bring these up a swell. So like this now. So this one Grab it two times, grab it. Let's see. We can select these Vergis is here and grab them and x axis a little bit so that we create some of the wrongs of some of around shape. Also, let's let these two and bring them in. Why access? Once we're done with that, let's select the inside part and grab it and Zed X and an X axis like this. So once we're done with that, let's elect these three. Vergis is so thestreet burgesses and grab them in sacks. Also, you can go here and move these as well so that you create the part here in our our on our hand. OK, so I think that that is it for this part here. So I will just move this fort and why axis a little bit more and Scalea okay? I really liked how it turned out to be. So now what we want to do is let's go here on the top. So, like the this road extrude in scale inside and extrude inside like this. So once I go out, you can see how what it looks like. So Okay, now, once we're done with that, I will add one more loop could Here, you can add it also, and it's not going to change anything is just going to make your, uh, your shape look better. Okay. Once I'm done, I will go here and in object mode, right? Flick Shades month, and you can see the way our glove looks like. And also, I will go inside a little bit and skill this part like this. Grab it inside and skillet inside. Okay, so I don't have any space between the hand and, uh, the hand and the glove. So let's go one more times, like the gloves go from the look from the top here and I see the inside part off of the glove. So I am going to go here and pull this up. Select the inside part, but without the use off the off The proportional editing moved is down. Scale it up as well as this one. Weaken Bevel this up actually. So let me show you out of edit more out of transparent moan command be We came bevel it and it will look like this So let's kill that Bevel and Willa So we are done with the global. So what else you can do is you can select this part here or desperate and grab it a little bit. So let's watch it from this from the front. Moody's as well up. Well, this one. Well, so we are done with the glove. Now we are going to set location, rotation and scale at the mirror modifier, and we are done with the hands guys. So we have four fingers and they look good. Okay, So, guys, we are done with the hands. Now let's hop onto the body to the head and let did ahead. But before that, let's move this up. Angle here under file, Save as and save as Mickey Mouse zero for save As And oh, let's hop on to the next video, guys. See it air. 6. Modeling The Head: who was happy. Guys will come back to the fifth video on hot, um, ing this Mickey Disney's character, Mickey Mouse. So the next step is the head. We will see and select the body. Go in edit mode, select They stop here, off the off the body and shift s make sure that coarser is right here on the in the middle . So let's let these shift as coarser to select it, and you can see here that it is in the middle. Now I'm going to be adding a cube. Grab it are inset axis, add modifier at subdivision surface modifier and pulled it up. Now I'm going to be scaling it, so let's make sure that it is here. Scale it up, scale it up. Okay. And more with a little bit in y axes. Okay, So, here, guys, you can see what scale it a little bit in said axis. Okay, now you can see that we have the shade that we want. Now we will apply the subdivision surface modifier. Then we will go in edit mode in transparent in X ray. So, like these to grab them a little bit down and we want to grab these a little bit. Once we're done with that, let's elect all of these. Vergis is so these extrude them and pull them up. Add one additional loop cut here and pull it up as well here. And let's create the nose shape like this. So we created the nose shape and we will add a one more time the subdivision surface modifier. Once we're done with that, let's scale these these three in X axis as well as these three. Okay, these three as x and scale, it is axes. We have the shape that we wanted to achieve. So let's make sure that it aligns perfectly with the reference here. Okay, Once we're done with that, we will move these vergis ease up. So what's the Let these pulled them off and then pull these a little bit to decide. So let's Onley create this shape. Try to create this shape. Okay, so now I will select these these four vergis ease and extrude them like this and skilled in India. Now, let's Moody's here. All of these grabbed him inside and pull them inside so you can see that we have the shape off the lips here. Once I'm done with that, I will turn on proportional editing and let's select just these two and grab them in X axis . Okay, Because this part here is going to be like this. I'm going to add a mere modifier. So let's elect old of these verdicts. Ease on the on the left side, delete them, add add modifier, add mirror modifier. And then because here we have a little bit distortion. We will pull it up here and allow clipping. Okay, So you can see right here, though I am going to flatten this inside here. Sorrow press s X zero and you can see here now that we have clean topology, Let's see, let's move the inside here and the x axis. So we allowed clipping. Now what we want to do now is we can add one more loop could here so we can create the the cheek. So we're going to pull it in y axis and you can see it right here. Also, we are going to make sure that this one is a little bit down as well. Let's it down. And we can move these as well. So let's bring them in. Why axes inside axes and pulled them a little bit? Okay, let's, uh, do it one more time. So let's pull this down and pull it in Y axes. Okay, so we have a shape off the off the head. Now, let's go on top. So, like these two and skilled them in X axes, so it's going to be a little bit more. It is going to be a little bit scooped on the top. Here. Let's do it. Here is well, so as that's your s ex and move it like this. So as you can see here, we have the right shape off the lips and everything, so I'm going to go shade smooth and see how it looks like. Okay, so we could have went here. Move these a little bit here and move these out in XX. We also now is much better. I think what's moved? A little bit more here. Okay. I think that it is much, much better. And also, what I want to do is I want to pull this in X and then in y axis so I can create that illusion on his cheek. Okay, we are done with this part here. So let's move this in exact isas Well, and will our guys. So we have a perfect shape off the head. Now. The next step is the nose. So we will select this point here these two shift s cursor to selected press three and add a cube scale that cube down at a subdivision surface modifier. Increase the number of subdivisions to to let's rotate that cube, go to transparent mode. So let the stew scaled them. Scale them up. Now, bring these two up. Here, add one Lucas, scale these around inside and then skill this part a little bit. Now add one more loop could hear skill that inside. And let's make a little bit this shape to be as on the my friends. So let's select this part point here and skill it off. Okay? So I really like the way it turned out to be. So we added the nose. The next step are the ears and the inside of the mouth and the eyes. So, guys, I will see you in the next video by 7. Modeling The Ears And The Details: it was that you guys will come back to the sixth video and hard to make this Disney character Mickey Mouse. So we added a head and nose previously, and now we want to go here under file save as and we are going to save this file. So as you can see here, we went from this to this Save us, and we are done with saving. Now, what I want to do now is I want to select this point here and or this point here and grab them in acts taxes so that the notes shape is a little bit, uh, a little bit better. So I will move this inside and you can see here that automatically. I got some change here, so it should be rounded a little bit more so I can select this point here, grab it in X axis and you can see here that I don't have a rough line here as I had it previously. So once we're done with that, I will now go and let's make the year's first. So I will select the the head go here and select Thies to these two were deceased here. Okay, as you can see here that these Verdecia are right here where my years are going to be here . Shift as Crestor to select. So I selected these three emergencies from the top. Then, once I'm done with that, I will go out of edit mode to object mode, shift a, add a cube, scale it down, rotated we can scale it in y axes and add a subdivision surface modifier. Now I will skill that cube in acts axes as well. So the the ears for our character are not going to be circles. Okay, I've added it in front or too graphic. Now let's go to decide and let's rotate them a little bit. So I want to go in transparent mode and in object in edit mode. Celebrities to these four Vergis ease press three and grab them in. Why access like this? Now let's bring them in acts. Sacks is a little bit. Let's see how they look like, So I will select thes vergis, ease and grab them in y axes as well, and make sure that I aligned this perfectly just in why active? So I'm moving it in why axis g Y g y G and pulling it. Okay, Once I'm done, let's see how it looks here. So I will move that these points to acts axis and as well as thes in ax ax is only and these are all pulled down. Okay, Once I'm done with that, I will have something that looks like this. And also, I will select these two over disease and grabbed him this thes vergis ease and grab them in sad axes. Okay, so I have that years now, and they are a little bit connected to the to the body here. So I will show, uh, command a old transforms. And then I will add a mirror modifier. Not once. I'm done with that. What add? I think additional look good here so that we have better shape, nicer shape. So I will skill these two down, skilled this up and skill. These four down pull it so that we have nicer shape off the ears. Let's select. Let's do these 21 more time. Solder going to skilled skill them up, Alexi. How they will turn out to be We can add one more loop good here if we want to. So the geometry is going to be nicer. What skills down? Move it a bit and I think that this should be good. Let's see it from the side. We want to pull these a little bit in y axis. Okay, so we are down with the ears, but they don't look around it. And that is what I don't like. So we will go here and pull these a little bit in X axis as well as thes wrap them in X axes as well as he's. And I think now that they look a little bit rounded so they don't have to be right as the reference here. But I really like how they turned out to be. So they are right on the position where date needs to be and we can pull them a little bit pro tape them a little bit in sad axes like this. Okay, I like the way they turned out to be. So now let's hop on and do the let's do the amount first. So I will select the head. I will go here and turn on the subdivisions. This vertex here on cage and I will select this point here. I will insert the face so I and see at what is happening here. So here we have in set faces properties and I will get rid off these two and I will get something that looks like this. I will grab it. In fact, sacks is a little bit so I can't see the way these are. So I can select these two press M and connect them to the center, or I can simply select them and move them a little bit in the X axis. So now they are joined together. Not what I want to do is I want to select this part here, Skilling up. Let's kill it up like this and extruded inside scale it inside. But before we do the extrusion, let's kill it a little bit more inside without using proportional editing. Okay, skillet. Or we can simply grab it inside. So we will make a pocket inside off the inside of the mouth for our thumb for our thong like this. And also I will do the same thing on the top by thing or we don't. We don't need to do it, but I will do it anyway because the top off the lips are also important. So I will sell at thes for Vergis Ease here, insert the face like this. Grab these in X axis as well as this one in X axes and I will sell like these forever dis ease. So I accidentally pressed the Z so just crazy and go to the solid or removed here. I will select this part These all of these and grab them in that access. So I have mild shape here. Okay, now what we want to do We want to select this part here and press shift us closer to selected. Or only these two Because we want we want the thing to be in the center. Now let's watch it from the side. Let's add a cube scaling down rotated add a subdivision surface modifier Go in edit mode in transparent mode and add one more One loop. Good here. Not once I added my loop. Could I will move these around so I will move them inside off the inside off my mouth here . So grab them in y axis. Killed them a little bit pulled and down. Skilled them as well. So this part is going to be skilled and this part is going to be up. Okay, now, once I'm done with that, I will press the one. So let the have this deleted add modifier, Ademir modifier. And then I will pull it up and allow clipping. So let's see what is happening here. So we have I think, that inside faces Let's see if I go out of at it. Mom, you can see the inside sorrow press G X and I will connect it together. Okay, here I have my some so I will pull it in. Why access? And I'll pull it a little bit down. Let's see, I will simply just pull it down. Now let's pull it in Y axes and we will select on Li the only let's what you from the side and select only this part here. Then I will grab it and pull it a little bit inside and there we go. We have a son Phung here. I'll get the next step are the eyes and let's finish this up. So I will go here in edit months like the head and go into edit mode. So let these four Vergis is here. Shift s and cursor to selected. So I've added a cursor here where my I should be Now I will go here at eight. Plane Skill that up Press three rotated here skillet a little bit more And now I will go here at modifier at subdivision surface modifier. I will scale it in set access. Let's see the shape I will skillet in XX is And there I go there I have it. Shape off the I I will scale it a little bit more and pull it off. So I have perfect shape now I will. Then once I added the subdivision, I will add a shrink wrapped modifier What this shrink wrap modifier does, is it? Basically it is making that this I is inside this object here and once I move it, you can see that it is basically it is, um it is snapped. So here we have snapping toe and now it is snapped to the to the head here. So I will move it around and align it where my where my eyes should be here, moved up a little bit skillet and acts axes. Okay. I really like the way it turned out to be. So now, once I'm done, I can apply this string crap modifier and it is going to be right there where we left it. And then I can go here at modifier and add solidify modifier, Pull it up. So move up the modifier that we have the rights topology here I can scale it up and then I can simply move the thickness. I can change sickness here and I can bring it up or down. So what's moved a little bit here? No, this down. OK, so if I go out of edit Moto Object month, you can see the way it looks here. So I will go into edit mode, select the whole the whole I shift and and let's see if the the normals are flipped or not . So OK, so they're not flipped. Now I will change a sickness a little bit more so I can make you sicker. And then I will grab it in y axes. I will pull it up, down and there have the I. And what I want to do now is I want to go out of a dick Moto object mode and apply the solidify modifier Okay. Once I'm done with that, you can see here that I then my eye has four eight Vergis ease. And that is we added additional for Vergis ease. Once we added the subdivisions does solidify modifier. Now, once we're done with that, I will apply this subdivision modifier and I will add one more so than my eyes are looking like this. So they are much better. And also I will do that same thing with the nose so you can see that it is much smoother. And also I will do that same thing with the with that years. Okay? I have the years. And now what we want to do now is we want to select the I command a old transforms, and then we want to add a mirror modifier. Once we added a mirror modifier, you can see that they are correctly where they should be the eyes. And here we have our character. So I will do that same thing as I did with the nose and the eyes and years with the with the thung. But first of all, I need to apply the mirror modifier for it to work. So because we're not going to make any changes to the sun. We can apply the near modified. Now, guys, we are old on and the only thing are left is left materials. But we forgot something here. So the two buttons here, let's go here and do that. No. So I will apply the mirror modifier and applied to subdivision modifying. So you can see here that the subdivision subdivided our mash. So now I want to select this part here. Shift s coarser to selected, or we can go back and we don't have to apply the subdivision modifier. But we can always select this part here and shift as cursor to selected. So it's not going to be right on this point there. But never mind. We will use the solidify, a dub shrink wrapped modifier, and we will change that. So I can basically select these these eyes and I can pull them here. So let's try and do that. So I will move them down. So I duplicated them, move them down, and then I can use this. They're snapping tool and snap it to the face. So let's see if I can make them like this. Okay? Let's turn it around. We are going to set origin through the to the center, off the Mass. And just for a bit we are going to get rid off mirror modifier. Now we're going to rotate this in X axis up to here with Press Mont See, let's kill it in acts axes So it doesn't look as our eyes. Let's rotate a little bit in acts, axes one more time. Let's see. Okay, I'm really satisfied. How did turn out to be so we can change the thickness a little bit more. So I'm going to select this part on Lee here. So only the inside bird only this. But here, the inside as well and the outside. So I'm going to grab it in. Why access? Let's turn off the clipping. Well, we have a button. Now let's press command a old transforms and add a your modifier. Well, our guys so you can always change it, so I'm going to apply the mirror modifier, select this part here, grab it in X axis and will So our character is done. Now only the only thing that is left are our materials. So let's help onto the materials. Let's finish this character. See you in the next video by 8. Applying Materials And Final Render Settings: Oh, guys, welcome back to the seventh and last video on how to make the Mickey Mouse course. So now let's continue on and add some materials to our character. So the first thing that we need to add is this wide client. So I I want to go here, check this out, and we want to go on render a preview here. So I looked at. Now what we want to do now is let's elect this part here, press two times j and pull it down as well as this one. Now, once we're done with that, you can see that our hat is a little bit flat. So we want to pull this up a little bit on Lee and these we can move a little bit up like this. So now I think that we have a hard shape. Now we want to go to decide, go to transparent mode. Select thes Verdecia is here as well as these here also, we're going to select thes here burgesses. Now let's go here under materials new ad that so we will press a sign and here under select , we have invert. So it's going to be everything there we didn't select is going to be selected. And now we want to select all of these as well. So shift, select these these Vergis ease and we want to add a new material. So plus, and here we will add a black T assign. So here you can see that we added that hard shape of for our character. So I will move this down like this. So we are going to make a little bit more of a heart shape. Oh, it's so a dese two and bring them down as well. Now we're going to pull them off a little bit. Okay, so that is all for the hard shape. Now, let's make sure that this part is is done correctly as well. So let's assign this white material to this point here and as well as here. So a sign this material Teoh here and we will make sure that this one is also checked. Okay, I like how this turned out to be so I will simply move this down and move this up so that we created some of this shape here. So this we aren't done with this one. So let's see how the how the inside should look like. Okay, so let's continue on and check these burgesses here as see if the black if we needed to add the black there not the whole way Onley this top here, Let's see add a black material to these and now it's much better. So as you can see here we added the black material to the did this half of the face and the rest of the face is going to be black. And I'm simply going to move these Vergis seasons. And as you can see here, the shape is awesome looking. So now we're going Teoh, add the this material to the years. But for now we want to change the roughness a bit. So let's increase the reference to 0.600 Think or 0.650. I like how this turned out to be. So now I will go here at this material to the two years also, I want to add it to the legs here. And let's change this, um, this because it is connected, we want to select these parts here, So only the top half, not the the shorts So we want to select the whole body like this. Go here, add a black material and then go here. Select invert and let's make sure that we have go on. Plus at a new material. We want to add a read material, a sign and also here we want to select this range as well. So the strange as well and assign this, uh, this red material. And as you can see here, it turned out to be pretty good. This part is going to be white at the feet are going to be orange. So it's a little bit yellowish on the yellowish side, orange on yellow and now let's hop onto the face. So now I will add a new material for my eyes because they are a little bit there, going to be a little bit less rough, as you can see here and also the nose. I think that I will make it a little rougher than the Okay, let's duplicate this here and then go here on the roughness and change the roughness a little bit. So I really like how this turned out to be. Now let's help onto the face. Let's press three and select old old the faces that were selected when we did our white on our white part of the face Or simply go here under white and go here and applied the this like Pichi Pichi color to it. Okay, for our thung we're going to add a new material that is going to be dark, dark pink, darker pink woolen and for the inside of the inside off the mouth. We're going to be selecting the face select and select these faces here. Okay, let's elect the faces that are inside. Okay, this one is well, so the inside part and then we're going to add plus new and we're going to be adding a darker, dark Kurt Ping a sign. Let's see how it looks like. Okay, awesome, guys. So let's make it a little bit right darker. Okay to go to On what? Violet? Okay, now here we have a little bit off. We have some issues, so we will just pull these down on wall. Um, And also one thing that I wanted to do guys is I wanted to select this part here and grab it in x axis so that the nose is a little bit wider than, um then it waas So, guys, we are done. Let me just turn this on and delete that reference. And guys, we aren't done making our Disney characters. So we made this Mickey Mouse in blender version 2.83 see, guys that we don't have a tail, so we will model it just in a second. So I will select this point here shift as I will add a cursor to that area here. So now I will add a cube. Scalea down. I will go here under modifiers, add subdivision surface modifier and increase the number of you off subdivisions to report to to go to transparent Mount Grab it in rye axes at a loop. Could hear scaled down. Skilled this down. We want to skill the teal. Now I'm going to extruded in Why axes bullets down than extruded one more time. Pull it up and scale it down like this and well, we're done with the tail Now let's go on our textures here materials and material at this material that we added to the to the head and rest of the body. So, guys, we are done with them with modeling are our cartoon character. And I hope you like it, guys. And I can't wait to see your projects when you're done watching mine. My course. So, guys see you in the next course and can't wait to see your projects by.