Let's Create A 3D Pikachu With Blender | Zerina Bandzovic | Skillshare

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Let's Create A 3D Pikachu With Blender

teacher avatar Zerina Bandzovic, 3D Artist

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

Watch this class and thousands more

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

Lessons in This Class

9 Lessons (1h 27m)
    • 1. Class Introduction

      1:23
    • 2. Importing The Reference Image

      6:39
    • 3. Modeling The Head

      15:37
    • 4. Modeling The Body

      8:40
    • 5. Modeling The Feet

      6:27
    • 6. Finishing The Modeling Process

      17:54
    • 7. Modeling The Nose And UV Editing

      9:25
    • 8. Texture Painting

      14:07
    • 9. Final Render Settings

      6:36
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About This Class

Hello guys, welcome back to the new blender course. In this course, we are going to be modeling Pikachu from the Pokemon series. We will start by importing the reference image that you can download from https://gum.co/UEKku.

Then, we will model the head then we will start modeling the body. I am going to be using basic modifiers and mashes to create this character. When we finish creating the body we will continue on modeling the feet, arms, eyes, ears, and lastly tail.

Once the modeling is done we will be able to continue to the next step which is UV editing. We will UV unwrap the model using the seams. Once we unwrapped it we will go to the next step which is texture painting. On the texture paint, we will create a new image texture set the values and we will start applying the paint.

When we finish painting the model we will go and save the painted texture. For the final render settings, we will add Hdri that we downloaded from HDRI heaven, you can choose the one that you like the most and import it into the blender.

Once we imported HDRI we will add the plane, play around with the final render settings and finish the final product.

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: Hello guys, is Arena here. Welcome back to their new blunder chorus. And this course we are going to be modelling Pekah to frowned upon him on series. We will start by importing the reference image that you can download from gun road for free. Then we will model the head. Then we will start modelling the body. I'm going to be using basic modifiers and meshes to create this character. When we've finished creating the body, we will continue autumn modelling, defeat, arms, eyes, ears, and last week tale. Once the modeling is done, we will be able to continue to the next step, which is you're editing. We will usually unwrap the model using seams. Once we unwrapped ID, we will go to the next step, which is texture painting. On the textured paint, we will create a new image texture said the values. And we will start applying the paint. When we finished painting the model, we will go and save the painted texture for defiled Render Settings. We will add a ECRI deadly downloaded from HGRI haven. You can choose the one that you like the most and imported into the blender. Once we imported ECRI, we will add the plane, play around with the Final Render Settings and finish the final product. So what are we waiting for? Let's hop on to the video. 2. Importing The Reference Image: Hey guys, welcome to the first video on how to sculpt Pekah Chew from Pokemon de series. Now, first of all, we are going to be making this Pekah Chu in Blender version 2.9. So this is the latest version that came out. And you can see here to the splash screen is similar. So it is just the same only this photograph done by DL is different. So yeah guys, now we will go on general and here as we can see as we had it before. So this is nothing changed here. So we have our default light, default camera and default queue. So we are going to delete everything on the scene. So right-click drag, Delete, and we are going to go in front orthographic view by using our number pad ones. So let me just turn my screencast keys for you guys. So here on the left inner coordinates and you can see what shortcuts that I'm using. So first of all, we are going to go and add a reference image. So I found it as reference image on Google, but I'm going to link it down below to the gum road and you can download it for free. So I'm going to press shift a, add an image as a background so you can use that. Go to desktop. And here, here I have my reference vector. So I'm going to scale it up just a little bit like this. And now, because this is the front orthographic view and this is the side, I am going to move this photograph. So I'm going to press g x and I'm going to rag down the x-axis so that this 3D cursor is right in the middle. So you cannot find the middle right away because this image is not symmetric, as you can see here and here. So we are going to leave it here. So you always try to find the middle of the face. So as you can see here now, this side is little bit thinner than this side, so from this blue lines, but that doesn't matter. So I'm going to press three now and I'm going to duplicate this or this photograph, but this image. But first of all, I'm going to by selecting the image, I'm going to go here under image. And then I'm going to choose both sides. And I'm going to put the MIE. I'm going to put my character in front. So I'm going to put our think on default. So let me just try to add a q, okay, so I'm going to put it on default. Just by clicking on this image, I'm going to leave it as default. And also, if you want, you can turn down the opacity of this image by going here under Transparency, clicking on this box and changing the opacity of your image. So right now, I think that this is going to be good. So I'm going to just press down 0.600 because I really like this. But yeah. So right now I'm going to press 300, my number pad, press shift D, Shift plus D. And I'm going to left-click R x 90 art zed 90. So I am going to rotate it in zed axis by 90 degrees and enter. So now you can see when I press one, I have this image. When I press three, I have this image here. So basically what I am going to do right now, I'm going to move this new concede this orange lines. I'm going to move it in x-axis and align it perfectly with this one, with the blue one. So the blue axis, this one here that you can see is the zed axis. So here, you can see it right here. If I present z, it is going to put me on the top orthographic view, if you click on y is going to go to the right side or the left side. So this is the, this is the backward to graphic view. And if I press y, this is going to put me on the front. And on x I'm going to go to the right and one more time to the x is going to go to the left. So basically the shortcuts are number PED, one for front, 34 sides and seven from the top. Because those, the adults shortcuts you will use the most. Now, once we added these, these references, I'm going to select the two of them like this. Or I can select them both here by pressing Shift and clicking on the other one, go here under Filter, color, iconic, and shear. Under these restriction toggles, we have the selection. So this selectable, I can click on it and once I'm out, I can click on these little arrows and it will disable selecting of these, of these images. So one thing that I didn't, didn't do with my, with my images is that I want them to be shown in prospective mode as well as the orthographic. So basically this is the orthographic view. And once you go with your middle mouse and toggle around is going to be Perspective mode. So I wanted them to be shown in both, in both modes. But I will turn this down, I think once my model is neon lidar, okay, so right now you can see it here. And also I need to do it to the other one as well. So you can see it here because I turn down your past, you can see the other one here. And if I increase the opacity, you can see here that it is not going to be Schoenberg clearly. So I'm going to type down 0.6 year as well. And now once I'm done, I'm going to click these arrows and disabled selecting peas, these images. So right now we can start modelling guys. So I will see you in the next video and we will start modeling the audience by. 3. Modeling The Head: Hello guys. Welcome back to the second video on how to make the Picot you from the Pokemon. So what we want to do now is I saw that I didn't align that this side with the 3D cursor over. So we are going to do that just right now, just in a second and we can start modeling the body. So what I want to do now when I want to move this image, and now it can be because this is disabled. I want to go here on selecting disabled selection and I want to enable it. And right now I can select it and I can move it. So I'm going to press J, y and move it in y axis like this. And let me see where it is. Ok. So it is somewhere here, you can see it. So this is the 3D cursor from the front and this is from the side. So I'm going to move it a little more here. So it is right in the middle. Because if this beaker Chu is standing straight, I think that this should be the, the side, the middle. Okay, so I'm going to disable right now the image, and right now I have the front and the, or the right or to grab review. Now what I want to do is I want to add a circle. By pressing Shift a, I will go here, Andromache goes up and here I have my circle. I'm going to go here, add circle here, this, these preferences that you can only change once you add your circle, OK here. And I'm going to change the number of vertices to 16. So just click here. Or you can change it like this. But I like to click it and to type down 60. Now, when I go into edit mode, I cheer have 16 weeks. Okay, what I want to do now, I want to go into edit mode, but I don't want to go here and press here added mode. The shortcut is simple as Tab. And so basically I just typed, I just clicked tab on my keyboard and write that. Then I am in edit mode or I can go here and on modelling. And here I will have the same, same like it is going to be the same as you go to Layout Empress tap. So this is a year for me. So I'm going to scale this down, scale it. Whereas J alignment here, you can see where are aligned it. And you can see that this is the this is the chin. So this is going to be the chin. And here are my chin is right here. Okay, here. So this, this reference image is not so accurate. So we aren't going to change it a little bit, it's not going to look the same. So what I want to do now is I want to go and make it like the side. So I'm going to scale it like this. Extruded skill. It extrude it here. And once I'm here, I'm going to extrude it a couple of times and I'm not going to have my chin dynodes so up. So it's going to be a right, I think here. So right now once I'm done, I will move these vertices. Five will go into X-ray mode. You can click here, right here, or you can go here on your keyboard and press Alt Z. And if you are working on Mac computer, it is option, Option Z, okay? So option Z and you will have this cage. I will grab it and pull it inside like this. Now, I will select this whole row. I can select it like this wanteds in x-ray mode, or I can simply press Alt and select the whole row only on the edge. Okay, so here I have the metal, and right now, uh, let's model these OUT. Played this now. Okay, let's move these. We didn't have to scale it down because we can always move these inside like this. So you can see why I did that like this. So what I want to do is I told you before that I that I am going to disable these these photographs. So let me just click on one and disabled look in perspective mode and I will disable it for the other one as well. So disabled perspective, okay, now on the other one, ok. So here you can see now. So once I go on the side, I'm going to continue on with extruding by. You can see here that this one is a little bit too dark, this line than this one. So I want to select that top. And basically what I'm going to do is I'm just going to grab it. Okay? I don't have double vertices. I can check that if I press x n, if I delete the vertices. So I'm not going to do that all on the edge and price E, like this. And now I'm just going to model it out. So you can see how I am doing it. Going to edit mode and in 2D X-Ray mode. So this is where the I should be. So show you that in a second. The top of the head, I'm going to extrude scale with a little bit more extruded array now, extruded up scale. Extruded scale. And I think that I will go, so I owe once I, this is unclear to you, I just press W j, so j, j on my keyboard. And that is. So yes, it is j, not J4 Jane Jacob, but G for grab PF. Now I'm going to extrude it one more time, scaling down. And you can see here that I have something that looks like this. I'm going to grab it a little bit more up. And once I'm done with that, I have the circle here that is not filled. So how to fill this emptiness? I will go here under face grid, Phil, and I will try to thrive request number pet seven. And here you can see that it is delimited strange, so it's not in the middle. And what I want to do is I want to go here and change this span to four. And then I'm going to bring the offsets. I'm going to play with the offset once my so I have one middle on and to spear ones. So here you can see I have all the quads that I need. So that this, that you can use this, this model for animation or anything that you want. So right now I will select these vertices here, and I will press W j to loosen them, alittle bit up. And also I will select the middle. The middle vertices go here and turn on proportional editing J. And then I will scroll down with my mouse and pull this up. So you can see here why I did this. Once I smooth it out, you can see it, but I will lower it a little bit down, OK. Now it's really nice. So you can see that we get that shape of the picker Chu. And also one thing that we will do is because this is the tip of my top of my nose. I will go here. Here on the size and scale, those inside. So you can see how it looks like. But I think that I will I will not move these three. So let me just go back and just pull these two inside grad in x-axis like this. So once I'm done, I will move these in y-axis and pulled down a little bit further from this one. Because, and turn off proportional editing as well. Said it, I don't have that harsh line here. Also, while we are going to do is we are going to be adding the subdivision modifier and just going to show you how it actually look like. So this one I think that I don't know right now. So you can see how smooth it is. So that is what it does. It is the final product, the final product looked like. So right now, I am going to press one. Go here, select the half of the head and deleted. So press X dealt vertices. So right now I have only 1.5. I will go here, add modifier and I will add a mirror modifier. And right now you can see that leads to these two. These two sides are into one another. So I'm going to allow clipping go into edit mode, select only the inside part and gravitate to the middle. So now they are clipped and now I don't have any distorted parts. Now what I want to do is I'm going to move this one as well on the x axis so you can see how it looks like. And also I will move this one. So it's not going to be so harsh, okay? Right now, I am done with that. But my Pekah Chu has pointy nose. So what I'm going to do is I'm going to select these two vertices, okay, this one, press W j and move it inside here, like this. And also I'm going to do that same thing with this one and move these two. Ok? So if I add a subdivision modifier, you will see how it looks like once I increase this point here. So on the side, I don't like it fine, we'll select these two and pull it up. You can see right now. Now I'm going to select these two vertices, go into proportional editing and grab them in y-axis. So you can see that I have like all evil chubby cheeks like this. So you can see that now it is, it is basically look unlike like the pKa Chu. So I'm going to move these up. We can move them up or we can add us pair Luca by pressing control are and movie these two. So you can see right now how it looks like. It is a little bit better looking. So if I go here on tab, you can. So I'm going to turn down a turn off the subdivision surface modifier right now because we are going to do the harsh Bihar steps first. So right now I'm going to select all of these vertices and grabbed him in x axis. So this is going to be the head. Okay? Like, like so. And on the side it is going to go down because this is going to turn into the body. So let us see, let's add one more time subdivision surface modifier. And let's see, go into edit mode and into X-ray mode. Ok. So we are going to bring this down. Instead, exes don't meet this edge here. Let's bring these down. Okay, are like in much better. And also I'm going to move these vertices. So Dee, Dee, don't look so harsh. So you can see now that I have smoother lines here. And also this one, I don't like sang going to pull it inside. You can see how my the how the head turned out to be. So right now I will move it a little bit up and I will add one more loop but here, So this is the when you can never, you can never be bad and this only practicing makes you makes you better, basically what it is. So I'm going to move these in y axis, like so. Let's grab them in y-axis, but only those two, not the rest, O K. And also, let's move the top. I'm going to make sure that all of these follow. Like this. Grabbed this one. So j and we have professional editing dev. We can adjust on the middle mouse, middle mouse click. Go like, let's increase the number of subdivisions. We'll law. And also I don't like this board here so much. So I went to grab it a little bit in Y-Axis because I think it is much better looking. We can add one more here, but I don't think that we should do that. If I can leave it like this. Okay. And let's make the, these cheeks a little bit chunkier. So I'm going to add one more loop condition gravid in y-axis. So you can see it right now how it looks like. And also this part here needs to be here. Okay, So guys, we are done with the head. So now let's hop on to the body. But first of all, I will select this one that I've added right now and I will dissolve it. Because it is, it is making these weird lines that I don't like here. So that is why we are going to get rid of it. Okay, we can't get rid of this one as well. W, j, this one. A little bit like this. Awesome lies. So I will see you in the third video and we are going to make the rest of the body CM. 4. Modeling The Body: Hey, what's up, you guys welcome back to the third video on how to make Peter Chew from Pokemon. So what we are going to do now is we are going to make his body. We are going to go in right orthographic view, select the body, and we are going to go and edit mode. But before we do anything, we want to go in object mode and we are going to belong here under File, external data pack all into blend so that when we save this file, it is not going to. When we packed it all into blender file, we can, uh, we are going to be able, once we opened a file one more time in Blender, if we turned out, turn off the blender and before we go File Open reasoned and for example, add just one. We are going to have the background image, so this reference, and it is not going to be, it is not going to be. And I'm going to be pink. So it is pink when it's not saved. So once I'm done with that, I will simply select this one just 1 second and I was killing, told it speeds up. So now you can see that his head looks a little bit better. And right now I will go to decide, select the top, the bottom, the bottom vertices, and then I will extrude it like it is. So I will go into X-ray mode by pressing Alt Z. Let me just move these up like this. And these also wj to move it in these lines. So right now I will select it extrude. I'm basically pressing, extrudes only e here as well. Extruded down, down, down, down, down, scale it down to the side. And right now, once we are done here, you can see that it is a little bit strange. So I will select only these vertices here and grab them here and rotate them. And so here you can see it here, we can see how it looks like. But it's not good because we have these vertices here. So let's grab deeds as well. And also these here. So let's grab them x-axis. And also we will scale them up. I think. So we're not going to do that right now. We are going to do that later on. So right now I can move these vertices a little bit to the x-axis. So I want to give it a little bit more shape. So you can see here extruded here. And this is where my feet are going to be located here. Okay. So right now you can see that it is a little bit strange. So the, these lines. Because they are not connected, some won't discipline these to scale them in y-axis. So they go in, they are going to go inside, grabbed them in y axis. And I'm going to grab these two as well. In y-axis. Here you can see how it looks like. But I'm willing to do it from the front. And also I'm going to move this one in x axis, like this, this one as well. So let me just see how it looks like, okay. X like this. And also I want it to be a little bit fluffier. So you can see right now how it looks like. Okay. So right now I have his body Don and also I'm going to pull this back inside because I want this to be a little bit flatter. Bring it a little bit. That leave more ok, we don't need these two, so I'm going to go back right now. I can select these two and grabbed him in one axis. Okay guys, so we are done with this part here. Not let me just adjust a couple of things here. So I'm going to press wj and I'm going to move a couple of these vertices here. So this one here, I think that I don't need. You can see that now it looks much better because we are going to paint this one a little bit. Later on. I'm going to grab this point here, so I'm going to make his head a little bit more squarish as it is on the reference image. And also, let's add his cheeks here. So I'm going to select this D's and grabbed him in a wash. So I'm going to grab them and skilled. So you can see how they look. I'm going to select this cage on sub-divide. And once I'm here, you can see it. But I really don't like how it turned out to be solid. Turn on the cage. And let's add one more loop cut here in the middle. And let's kill these up. So we can grab them in y-axis and scale them up. So you can see right now we have these little, these little cheeks. So he has to cheeks and we are going to paint with the texture pained here once we are done with everything. So I think that, that is that we are downwind this far. Share. Yeah guys. So we are modelling the body. We can change it a little bit more so we can play around with these here. And we can pull them in y-axis M, make him a little bit more fluffier. And also these, we will move in y-axis so we can make his feet. And also these, all of these vertices we're going to move in y-axis, wrap them up. And so you can see how they look like. And we will use these vertices here, but I am going to select these vertices so the middle and a second next to that and press x to fill them in. And also we can go here and select these two and fill it in as well. And we will have only these two little to little like circles. And once we have these little circles, I'm going to press right-click loop tools circle. So here I have two circle that I can use when I modeled my, my feet. And also I will rotate it a little bit. So I will press R z and I will rotate it so that I don't have these curvy line going inside. So let me just try and this problem. So I think that I am going to leave it like this, like this. Okay guys. And also I will bring them down a little bit. So you can see how it looks like. Right now, I will select these vertices and grabbed them in Y-axis. Y-axis because he has a little bit of a stomach. But it is not going to be like this. And also this once you're right, don't play. So let me just try to fix it. I I accidentally press a key on my keyboard, but I'm going to unhide it. Option or Alt H or option age if you're working on Mac. So I'm going to grab it and why grabbed this one in y a little bit. And now it's awesome. So guys, you can see how it looks. It looks like right now. Okay. Here we have a little chin. Okay, guys. So I will see you in the next video. And in the next video we are going to muddle out his feet. So I will see you there. 5. Modeling The Feet: Hey, what's up, guys, welcome back to the fourth video on how to make pKa Chew from Pokemon series. So what we did in the previous video is we need the body. So right now we are going to make his feet. But before we do that, we are just going to move these on the side. So on the right side, let's see how it looks like. So you can see automatically how it looks like. Let's move these as well in the y direction. So let me just turn on Screencast does for you guys to see here in the left inner corner what shortcuts I'm using. Okay? So guys just says How's going to look like? We're going to move these to a little bit back to the y axis. You can see why I did that like this. So here we have, I think, better looking cheeks. Oh, let's see. Okay. So let's press one. Let's select these and let's turn them actually like this. Ok. So what we want to do now is we want to make his feet. How are we going to do that? So we activated a cage mode on subdivision surface modifier and let go. And in x-ray mode, the shortcut is all to see on the keyboard. And let's select only this part here. He laid down and extruded down like this. And on the side, it looks like this. We want to go to the side, scaled down one more time, pull it up. And let's, let's extrude it two more times in the z direction, like this. What we want to do now is we want to go here under face red fill and we want to fill this in. So you can see here that I have these two quad here. Now, what we want to do, well, out of extra remote, so you can see here that it looks like this. Okay? So we will go out of x-ray mode and we will select only the font. So only these instead, okay? Like this. And we can also rotate the whole thing. So let me just select this and rotate in z axis. So these, these vertices are facing us. Now, we want to select only these vertices here. These nine vertices press three and extrude. We can see how it looks like. It is looking pretty good. Now, let's grab it a little bit so we make his feet a little bit more full AFI, like this. Indices, index and in the x. Okay, so right now we need to make his claws. He has three cloth, but here we have only these two. So how we are going to make it is very simple. I'm going to move these and we're going to add one model quit here. So you can see now that now I can select these three vertices, grabbed them in axis. I have the second one. So let's move these three. Select these, these 12 vertices and press S x S wife to flatten them a little bit so you can see it. Now what we want to do is we want to select only these six vertices extruded and scale them inside. But we can, we can disable this proportional editing, but also you can use it if you want. I like it how it looks like, so I'm going to leave it as it is. So I'm going to extrude it one more time. Down, select these six vertices, extrude them and scale them down. So here I have these claws and I think that it is pretty much, it is too sick. The whole the whole foot. So let's kill it a little bit down. So I'm going to try, okay, let's kill it like this. So you can see it. And also I will move these vertices that are here on the bottom. Grabbed him in set x. And also let smells D's. It's inset axes and the heel. So g. So he's going to see how it looks like. Or we can simply go into edit mode, into X-ray mode, select only the bottom vertices here, as you can see. And let's press Esc to flatten that the whole thing up. So you can see that these parts are fluff yard and the bottom, and the bottom is pretty much flat. Now, I want to pull this up so it looks much better right now it's ink. Well, let's see. Okay, so let's move these as well. Only a little. So this one, let's see. And let's pull this function KCL. I'd say, I like it a lot. And on, let's select these six vertices, add, grabbed them in y-axis. So N scaled them as well. Because I think now it's okay. So Guy, That is all for the feet. Now a laptop on to the next video. And let's make some hands. 6. Finishing The Modeling Process: Hey, what's up, guys? Welcome back to the fifth video and how to model be k2 from Pokemons series. So what we did in the previous video is we model out the feet. So as you can see here, and now the only thing left is the hat, are the hands and also his, his tail and ears. So let's hop on and do the hands. So once I'm in edit mode, I'm going to press x-ray mode and see where the hands are. So I will go here, press one, select the beginning of the hand. You can see here that it is right up here. So this is there. And I'm going to select this part. And what I'm going to decide when to press right-click loop tools, angles, circle. If you don't have this option on your computer, on your blender, you can just go here under Edit Preferences. Go here under add-ons and tag down here a loop. And here it is automatically going to pop out, locked to Luke tools. And you're going to check this box. Okay. And once I right-click it, it is going to show me circle. And what I want to do now is I can scale this up, down. And let's see if the model is going to, okay. This is not, this is not doing anything for our models, so that is quite good. But I'm going to scale it up a little bit more because the hands on the picker to 0s are very fluffy. So what I want to do now is I want to extrude them so you can see it right here. And I'm going to grab them in x-axis and grabbed him in zed axis. And basically I were to adjust them to my liking. Seat them down because they look so like a quad. I'm willing to rotate them in. Okay, cool. And see, let's rotate them in Y a little bit. And rotate them like this. So you can see them all. Let's see. Okay. So what we want to do is we want to grab them down in zed axis. And we want to add a couple of Lucas. So I think the two Lucas is going to be good. So let's make them fluffier. And also this part where the hands start. It should be fluffier as well, so it should be bigger. You can see how his hands are going from small. So let's make sure that we have that here. Okay, I'm selecting all of these, so I am using Shift, Alt and middle mouse. And also click, left-click, killed is found. Okay, so what I want to do now, here I have the three fingers. So this is the first, this is a second indices. So let's select these three vertices. These four vertices extrude them down and skilled and I'll select these four vertices, extrude and downscale them down. Select these four vertices, extrude them. So you can see how his hands looks like. And what we want to do. And we want to select this point here and grab it up. So as you can see that I am using proportional editing because it is automatically moving the vertices along. Once I moved them, once I move, once they go consistently, like this. Okay? So we can go like this. Let's select all of these vertices at once and grab them in Xanax. Okay? So well, we made his hands so we can select the whole, the whole thing. So let's let the whole part here except of DES. And let's go into relative extrema, select everything and basically grab it in x axis and rotate. You can see now that it goes inside. Let's go X-ray mode. Here you can see how it looks like and is based basically following the shape of the hand. So those are his, hence, now, let's continue on with his, with his ears. So we want to select the top part where his ears are going to start. Now we are going to select this part of his head. So this is the point where the ear starts. We want to skill, we want to insert the face. So press i or go here, the inset phase. And we want to right-click Luke tos circle. Now we want to go from front cartographic extrude and align it. Now let's go to the side and you can see that his dad, his ears are on the back of his head like this. So we want to grab them and move them. And also we can rotate them little width. Now we are going to add a couple of loop cuts here and scale that. And also we can select the top of his hears and killed him down because we want to have that pointy pointy part of his of his years as they are on the real sika. So although you can pull them up, so select everything, the whole ear and grab it. Let's rotate it and grab it. Rotate it. But I think that, that is not necessary. So you can see that the shape is following the reference. Guys. Are done with the ears and with the, with the hands. Now, let's hop on to do the tail. So what we want to do is let's bring this point to here. Now we have this point and we want to select the, we want to select this part here, instead the face. And you can see now that I have two phases because my mirror is on mere modifier. Now here we have a couple of these preferences of the inset phase and we can change it. So are just suppress outset and basic lack in skill it as one object, right? So you can see it. I'm going to scale it in x-axis and scale it in zed axis. Or I have a like pinched here. And if I press three and if I extrude, you can see how it looks like. It's like this. And now I'm going to scale it down more in x-axis. So it's going to be a sinner. We are going to make sure that it is sent out. Ok. So once I'm done with that, I'm going to press.'s why 0 to fly that edge and Y, Y-axis. And once I'm done with that, I'm going to add one more input here, go into extremal, select these vertices. So let me move these with the double click, and I will select the four vertices here. You can see that it is going in. I'm going to scale it in x-axis because I don't want it to be really wide. Okay? So now I'm going to select these four vertices using shift and Extrude one more time. Extrude and make sure that it is here. Now I'm going to add one more little cuts selected and put it right here where it starts. Extrude, going to align it, add one more, and now going to extrude. And we're basically going like that today. Once we are done, I'm going to show you what we are going to do next. So let's add one more little click here. Select these four vertices, x, chew them. Grabbed him here, rotate, RAB, add one loop cut here. Select these vertices, extrude them up, rotate. Scale them. Grab them, rotate. Well laughed. So here we outlined the whole teal. And once we are done, you can see that it is not thick. So that is the nice point. Now you can see that it is a little bit. The edges are not so hard. So what we are going to do, we can bevel the edges. But I don't think that it is a good idea. So the best idea is to add a couple of loop cuts and to align it close to the. Close to the end here. And you can see that these lines, these edges are a little bit better there. But here, add one here. One here. Not ductile or all the way like this. And you can see now that it is much, much better. And one thing that I don't like here, let's go into edit mode. Let's see how this looks like. Okay, I don't like that. This is the heart one. This is more much better looking. Okay. So guys, we are done with a tail with the IRS and with the hands not let's make the eyes. So as you can see here, that the eyes on the actual reference R here. So what we want to do, we want to make them here. We want to pull them a little bit up. So in my case, I would rather put them here because he has a big forehead. So we will go here and he has a beaker of ice. So what we want to do is we want to select, Ok. So let's elect this vertices shift s And cursor to select it. Right now once we are done, we are going to go into X-ray mode. So a goal, shift a, add a circle. We're going to change the vertices to 16, scaly down. So let's elected scaling down, rotate in x axis by 90 degrees. And because you can see here that we have the mirror modifier on it, we're going to delete it. And we are going to go into and to edit volt. So this is going to be a new, the new object. So here where I have the circle scaled-down, rotate x axis by 90 degrees. And here I have my circle, which you can't see it because it is in the, in the beaker Chu. So I'm going to select it and put it right here where the eye is. Well, let's see, okay, like this. And this is the size of his eyes. And once I'm done, I will pull it up and put it here. Once I'm done, I will go here add modifier and go and add shrink-wrap modifier. But before I add shrink wrap modifier, I'm going to fill it in. So I'm going to fill it in by using grid fill as I did with the previous ones. So here is going to be easier for me to make these little, these little circles inside of his eyes. So once I'm done, I'm going to rotate this. So this is pointed at center. Now I am going to go in edit mode, in object cloud go modifier, shrink-wrap. And with this, with this eyedropper tool, I'm going to select the body and you can see where the i is. Now, I'm going to move the moves. I can see it. Okay, let's see how it's going to look like. So it is near the nose, so we can't put it here. Let's easy the perfect circle nodes not. So we are going to go into edit mode, right-click circle. Like this. I think I am going to leave it like this. Go into object mode, apply different Greg modifier, and then add a solidified modifier. So in modifiers, right above the subdivision surface modifier we have solidify modifier. And let's change the thickness and little bit. So let's see if it's going inside. Let's change the thickness. Two minus minus nine, like this. Okay, now once it's done, I'm going to press one right-click Luke tool circle. So you can see now that by using shrink friend modifier, we basically glue it to the to our model here. Once we are done, we are going to apply to solidify modifier and we are going to add a subdivision surface modifier to the eye. And this is how it is going to look like. Once it's done, we are going to press command a old transforms. So we are going to reset that a scale, a scale and OK, we're going to reset the rotation location and scale. And let's add the mirror modifier and is going to be mirrored on the other side as it is. So you can see it. Now we can change, we can change the thickness. Just select the outside of the inner part of the eye. So let's go on the side. And let's see. We can go from the inside angle like this. So let these vertices, okay, everything is selected and we are going to grab HY. But we use without using the proportion of editing. And you can see how it looks like. It is looks like, it looks like more like square once we move it inside. So what we want to do is we want to move it inside without using proportional editing. But also we are going to select the outside part of the eye. So let's just select it outside and grabbing in y-axis. So we're going to pull it out. Right-click smooth. So we have the ice and let's do deliver pupils. So what we want to do is we want to select only this part here by Glick luteal circle. Let's bring it up and we can extrude it and then fill it in with the colour like this. So guys, we are done with the modelling process. And now only, only thing that is left is the texture paint em materials. So before we do that, I see here one problem. So go and check this out. So here you can see that this is a little bit to scale, to much scaled. Okay, we are going to select only this part here. Scaly downs, clearly done. And well, you can see now that we have a clear, clear here. So guys, I will see you in the next video. Bye. 7. Modeling The Nose And UV Editing: What's up, guys? Welcome back to the sixth video and how to make pizza Chu frond vacuum. On series, we are done with the modelling of our hands, the ears and the eyes. But I think that I am going to select these, this part of the eye and scale it a little bit more. So it's going to be a little bit bigger. And also, I don't find that this part here, it looks like a hamster. So we are going to change that. We're going to grab it and turn on to proportional editing. Let's select these vertices here and grab them a little bit like this. So I'm just moving them in Y, Y-axis. So the whole part is going to be flopped, fluffy, like this. So I think that I should add one more loop got here just in case it's not going to make any difference. Okay, so let's pull this Lee's insight and it is going to be much, much better. So I'm going to press S 0 and flatten this a little bit. And let's see if it's good. No, I'm not going to change any of these, but only these vertices and grabbed him. And also these vertices here. Gravity T2 times here as well. And now it looks much, much better. Also, these, I'm going to pull in y-axis. So I don't have that harsh line here as well as here because we added this look, it's going to change everything. So let's just delete it. And you can see now that we didn't need it. And in the first step, in the first time. Okay. So I think that okay, now it's really good. We want to make his nose. So how I'm going to make his nose is I'm going to duplicate this part here. So shifty, right-click. And then I'm going to go add modifier and add a shrink-wrap modifier. Go here because it is on the bottom here. I'm going to move it above the subdivision. And I'm going to use the eyedropper tool and select the body. Okay, so I'm going to pull it up from the mirror modifier. And then I'm going to use our drug truly tool. So it's not going to work. I think that it is because I I have the mirror modifier on or subdivision modifier. Let's see. Okay. Never mind. So I'm not going to use it because we are going to make sure that we have a double here. So let's see. We didn't duplicate it. So I need to separate it. So I'm going to press p by selection. And now here I have a separate objects, fair object. I'm going to move these vertices a little bit and make his nose. So here's node goes down. This goes up a little bit, like so just like a score. Okay? So right now I'm just going to rotate it a little bit, but I'm going to set the orientation point to point there. Let me just add a mirror modifier or right-click and set origin to the center of the mass. Right here. I'm going to and rotated and then I'm going to add a solidify modifier. Once I'm done, I'm going to pull it pull up to solidify modifier here above the subdivision surface modifier. And once I'm done, I'm simply going to attach it to the, to the top here, where denotes should. Press one. And we have our notes. Okay, we are done guys with this. Now we are going to go here on UVA to, to editing. And we're going to unwrap this little guy. So we are in UV Editing where going to UV unwrap this model. So how we do that? We do that by marking schemes. Let's, let me show you how it works. So once I'm down here, I'm going to go in edit mode. But before I go to Edit mode, I'm going to go here under modifiers and applied mirror modifier without the subdivision and turn on the cage. So this is going to be much easier for you to unwrap this model. Now, we need one seam here where his neck is. So I'm going to press you on the keyboard angle here. Mark seems on the bottom. And let me just turn these screencast caves. They're right here, but yeah, never mind. So once we have this one here, we will make sure that we have one here all the way down. So here we have a little bit distorted part. So how we are going to make this is we are going to select these vertices here. Or if you don't want this way, we can go here and select these vertices. So all the way to the middle, you can see it. And also I'm going to select on the other side as well. Like this. It is the same and we will press one, you mark C. So here we have to seize that our model. Now we need one here and one here on the other ear. You are seen here on the hands. We need one. So one will go like this. Only these vertices here, press you mark scheme. And we don't have to divide in half the feet and hands because we don't have any detail on them. But if we had detail on the hands, we would go and mark seem are right across the arm, so we have the bottom and the top of the hands. So right now the only thing that's left is the tail. So let's unwrap it. So we will select this part here. Press you mark seem. Now we need the middle of the tail. But as you can see here, if I press Alt and if i or option if you're working on Mac, and if I click on this edge here, it is going to select the whole row here all across my model. And I'm going to press three, going to x-ray M0 and deselect these. But before that, I see this one here. So I think that I need to move this. Okay, so now we can start. So I'm going to select the whole row using the ALT key and the edge. You can see now that this is right in the middle of the tale. I'm going to go to decide, press C and my keyboard and de-select all of these vertices that I don't need. So I deselect on the middle. Okay. Well, let's see if everything is selected. It is press you arcsine. Once we are done, we are going to press a to select the whole object and press you on wrath. And you can see here that we have on wrap unwrapped pico tube here. So this is the top and the bottom. So you can always go and change the scenes. You can clear them and make new ones. And I think that I will do that same thing here. So I don't need these two seems here. I will go you and clear seams. And once I'm done, I will press a u and unwrap. So you can see now that this is the front of the face, this is the back side of the face. This is the top here. I think. So if I click on these arrows here, I can actually see where is this point. So you can see when I go like this, you can see where it is. So this point is the tail. And these are Defeat here. Okay guys, once we are done, we are going to be ready to go to the texture paint. 8. Texture Painting: What's up, you guys welcome back to the seventh video on how to make the beaker to fromm vacuum on series. So right now we are in texture paint and we are going to paint our RP CO2. And we are going to start by adding this image. So we are going to select the new title is going to be Pekah Chu and width is going to be I think, this one. And also we are going to change the color to yellow. So let's add this. Yellow. So the hex is F4 u 0. So in any case, you want to use this cholera. Okay? And right now once I'm done, I'm going to press OK. And you can see here that I have my, I have my image here. And if I want to implement it to and have it on my, on my big a Jew. I'm going to go here on material properties, add new. And then here under base color, I'm going to go image texture. And I'm going to go here on the image, image and select v0 k2. So here it is. So if I go on the material preview, it is going to look like this. Okay, one sends on, I think that I am going to first of all add material to the eyes because it is going to be separated. And let's go to material per year to see how it looks like. And I'm going to add them black and add plus. Select this part here, Add New and assign the blue material. So you can see here that it is a little bit strange because we used, we used quad for this one and we have, we don't have a circle here. So we can go back and add it later. But if I let's kill it down, doesn't look. So we are going to get rid of this one. So let's go inside and deleted. So I'm going to press X, resolve edges. And I'm going to select these edges here. Or simply we can select the top layer here and delete it. So X dissolved vertices. And let's select everything and assign it black. So right now I'm going to delete this. We are going to make the pupils later on. So right now we are going to go in texture pains and add the rest of the color to the picker, true? But I think that I will add this one as well. So you can see we added a nose and the eyes. Now let's go back to the texture pain, but let's select the body vector b. Now, we are going to be, we are going to be painting the rest of the details on the Pekah tube. So we need those red circles on his. His cheeks. Let's start by adding the red dots. So we are going to go on, on brushes. Here. We are going to change this color to red. So let's make it a little bit darker. There's going to be like this. And also while we want to do it is here on strength and we want to get rid of this strength fresher. And, uh, let's increase the size of our bar. So you can go here or you can just press F on the keyboard and unrelated L0 with vigor. So right now I'm willing to add it here. Here. But you can see that once I am, painting is not going to work. Because the problem is if I go into edit mode, if I select everything and press shift, and you can see that we had some normals that were inverted. So that is the case here. We are going to add this color change. Ok, let's change it to red and make it a little bit darker. Increased the size of the brush here. And now let's see the string. Turn this down. And with the middle mile or with the click, let's make those circles. And one thing that I didn't do as well is we are going to add the here. When you scroll down, you have this symmetry. So we can mirror this, this paint on the other side. So this is really useful if you are working on symmetric models. So these are, the dots aren't looking good. Okay, what's made them a little bit better? So let's go one, increase the size of the brush. If you press x, it is going to move up and down. These two. You can see here, let's increase the size of the brush. And let's do a couple of times. Okay, so here we have the cheeks. So I will increase. I brush a little bit more and add two more times. Okay, so we are done with the cheeks. Now, let's hop on and do the tail, so we can go here and, uh, let's pull this down and let's choose the color for the tail. And for detail, we are going to lower down the radius. You're going to paint this point here. So let's try to make it as good as possible. So let's try to make that circle. Now let's paint this part here and go like this. So here is, well, I need to decrease the size of the radius. This part here, here as well. On debtor side, inside of the tail as well. On this side because it is mirrored, it is going to be, it's not going to be. So we're going to add a couple of Gs like strikes. As he has said, this is too much. So let's go back a couple of times and add. I can see how they look like. Okay. And it is going to be mirrored on the other side. So don't worry, you don't need to do the second side. This analyze due to thought. And let's see if everything is painted. Yes, Aragon is painted. So we are done with the tail. Now, let's do the ears with the same color. And we are going to add two lines here. Let's do that on the other side. So because this is going of article are going to make one more vertical line here. This is going to be the beginning sets here. And this is going to be deep. And lets mark taped here. Let's just connected tissue assumption. So once we are done, everything. Okay, and on the bottom as well. So we have the IR style, the tail and the cheeks. So let me just do this. One more time. Averaging is done right now. And one thing left, two things left are the pupils and also the not. So we are going to add to people's right now. So what we want to do is we want to go on to layout. Let's duplicate these eyes. Go set origin to the center of the mass, go into a modifiers, and we are going to disable the mirror modifier. Now I'm going to scale this down, grab it up to here, and grab it in y-axis. So it's going to be right here. Now I'm going to press command a to set all transforms. Then I will be able to mirror that. Object. Now I'm going to go here under Materials. And because if I click 0, if I press minus, it is going to get rid of the color. And I will be able to add a new color that he wanted to be, right? That is going to be like this. Okay guys. So you can see how it looks like. And now we need only that much. So let's do them out. We are going to be adding the mouth, we using textures. So let's select the body angle to the texture. Now, I will press one and using the soft using the stabilized stroke. So here under stroke, we can click here on satellites stroke and change this color to black. Now we are going to paint the mouth. So I'm going to start over here. And so as you can see here, my brush is too wide. So I'm going to go 11 bat, want to step back and I'm going to set the radius to 15. And let's see. You can see that it is. Ok, well let's put it 20. Was it one more time? So simple. Solids branch Mulla. Because we are using the mouse seeming to be harder for us because we don't have the tablet. And say it one more time. Tried to make it. Okay, let's pull them a little bit higher to denote the EMOC are going to be right here. Awesome. So guys, we are done with the model. And one thing left is the final render settings. And also we forgot to add the on the body here. So if we press, if we go here and let's use it, this eyedropper tool for this orange one, for this brown color. So I'm going to go here. I refer to orange color. Just make it a little bit darker. Okay, I will use this, this brown strokes on his, on his deck. Okay, so now we need two strokes that are not so perfect from going to increase the size of my brush. And because I have the sauce stroke on, it is going to be also easier for me to be here. So you can see that it is not perfect. And we have one beaker, bigger one here. Okay, now let's make it a little bit better so I will get rid of stabilized stroke. So I will not, I will not needed anymore. Movies. You can see now that the lies on the lines are more because he realized better. Okay, guys, OER dot and I will see you in the next video for final under Settings. 9. Final Render Settings: Hey, what's up, you guys. Welcome back to the eight video on how to make the CO2 from vacuum on the series. And we are going to play around with final renders headings, and finally, render out our model. So what we want to do now is we want to go to layout and enable these and these, these two images. And we want to delete them, select Delete. And here is the final, final product that we made. And I'm going to add one plane, some wind added right beneath the feet. Scale it up here. And once we go to the shading editor, so I'm going to pull this off, change the timeline to shader editor. And here under object, I will change it to world. And we are going to be adding ears URI for this project. So you can download a ARIs on HGRI haven. So this is how the website will look like. And here go on AVIRIS. We will go to sunrises, sunsets. So you can choose whatever HGRI to want. I preferably choose one. So I will show you iterate now. Here it is. So it is called care a one dot, dot. And if, once you select it, you have here to download it, you can download it. So I will select this one. I will download it to the desktop and the peaker true file. So we'll save it. And this is the downloading process. So before we add the HGRI, I will go to texture paint. And here, if we want to save the texture that we added to the object to the BRCA2. We will go here under image Save or Save As and it is going to be saved. And if you go, if you close down the blender and if you open it again, it will have these, these textures. So yes, we will go to layout. Let's see. So right now we are going to click on this background and press Control T or Command. On the Mac. Here we will choose nu, will, will go open. And here we have Kara Guangdong, HGRI. So we will open it before everything. We will save it just in case. And then we will go to rendered. Once it's open, we are going to add the color to the plane, and also we are going to add the camera. Okay? Here is our HGRI. As you can see. And we, once we are done with importing HGRI, We will go here and and we will choose object and pull it down. Okay, so now here we have the pico chew and the plane Psalm going to, okay, let's change this one. Let's kill this plane a little bit more. Press one, shift a, we will add the camera. Go, press 0, and also we are going to press shift and period t. Let's zoom out on the S on the keyboard. Go down on the queue, set the camera here, and also here on the, on the October data properties. On the camera, we have the type and I will choose or to graphic that my camera is going to be pointed. So did my object is right in the middle. And also I want to do in a little bit more. So I will select it here and zoom it in like this. And let's pull it like this. So right now we are going to be adding the material for our plane. So I will go here at NYU and let's add material. So you can choose whatever material that you want. Let's okay, let's see how it looks like. Once it is, once we don't have these. Okay, this is how it's going to look like. So once we are done with that, this is the camera angle and we will go here on the render properties. Now you can render it in EV or cycles is depends on what the render engine you want. And also if you render in cycles, it will have a lot more details and the details will be shown. Also. It will be shown in EV but in edu get lucky like plasticky look. Now you can check the ambient occlusion and you can see here that all these little concave lines are going to pop out. Yeah guys. So now let's go to output properties and we can choose where this file is going to be rendered on. So I'm going to choose desktop and it is going to be and people chew file. Here you can, you can read, read in PNG or JPEG. It depends on which one. So I'm going to, I'm going to render it out as a PNG. And guys, that is all. Yeah. So guys, that is all. And once you are done, you can just press render and render this. And yeah guys, so I will see you in the next course.